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Homebrews - Stealing the best - what to steal?

Will said:
Nice to see all the SSS love. Some of my favorite stuff I've worked on was for their Scarred Lands line.

And it's Asaatthi. ;)

Did you have to go and add all those extra letters in there? :)

Cheers,
Cam
 

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Jabel Shammar and Goth Gulgamel from Ptolus. They're both evil citadels; in Ptolus Goth Gulgamel is halfway up the spire, and Jabel Shammar's at the top. The evil lich-like founder of Goth Gulgamel modeled himself on the (far more powerful) builder of Jabel Shammar. In my campaign, Jabel Shammar's a floating citadel, Goth Gulgamel is built at the top of a mountain directly in Jabel Shammar's noonday shadow.
 

on a more serious note though, halflings that hunt and eat people make it into almost any homebrew i create. Hollowfaust has been stolen as a concept, the scions of birthright, I've lifted vampiric organizations from vamp "dark ages", I usually have a place like sigil but less organized :)
 

My homebrew has a lot of everything, so I steal liberally and often. :) It helps that I acquired almost 50 WotC 3.0/3.5 texts BEFORE I started designing in earnest! So, yeah, there are a lot of things that I take, re-paint, and put someplace in my world. I am especially fond of taking PrCs associated with organizations and finding a place for similar organizations in my world.

This is a great thread, so here's a (very) small contribution from me:
I am using Eberron shifters, but they are not "quasi-half-lycanthropes." As I am using the Greyhawk gods, Pelor was responsible for creating humans. However, Obad-Hai created humans more to his liking: those people are the shifters.

C
 

In a game I'm working on now we've got gutter gnomes. Nasty even littler than normal guys who can stretch themselves to slip under doors or other tight spaces. They live in the sewers and steal what they can. Not a pc race at this point.

I've also done the elves as foes--not really bad guys, but closely tied to their forests. The main culture is seafaring and often lacking for wood. They like to raid elven forests on a distant continent. In this world orcs are sort of noble savages who are hunters by night. They are more outdoorsy; although, they live underground and come into conflict with dwarves. One twist--Orc women can only get sexually aroused by bloodsport. They are turned on by the winners, which has led to some interesting situations during the dwarf/orc wars when the dwarves defeated the males. Also, to visit a orc brothel you need not only money, but your weapons...
 

I've imported Freeport and Redhurst wholesale into the world of Ptolus, and stolen REH's Stygia for a nation there, including the worship of Set and Mithra. I've also lifted the clockwork robots from EverQuest's gnomes.
 

Gnomes: Half breed degenerates of dwarves and humans. Warped and twisted in form, despised by all, survivors, slum dwellers, travellers across the lands in gypsy like caravnas.

Dark Kin: The legacy of Infernal hordes from the Time of Terror. Generations after the last of the Infernal Devil-Kings were banished, their genetic legacy occasionally expresses itself, an unsuspecting family gives birth to a tainted child, a Dark Kin. (found in Legacy of Damnation by PCI) aka Tieflings LA +0

Elorii/Elves: Born of great sorcery and infused with the power of nearly divine elemental lords and an unknown life power.

Dwarves: Cursed celstial giants who betrayed their duty to the gods as care takers of humanity, the only way to lift the curse is to create the "Perfect Item."

Vals: Human families infused with divine power from the "angels" of thier gods. Chosen by divine right to rule humanity and capable of accessing the powers of the mind, Vals are a small minority, but hold most positions of power and authority. aka Asimiir LA +0

Ssethragoans: Various clutches of lizardmen, each clutch bred for different skills and powers.

As usual, these are all from the Arcanis setting, but they are all easily portable, especially for a game that is based on shades of grey, as the Arcanis setting is.

Respectfully,

Edward J Kopp: Arcaniac at Large
 

Do Nazi Elves Count?

In my homebrew elves aren't THE ENEMY because they've basically got their own continent. But I heavily borrowed from the old Nazi propaganda machine for their society. They're authoritarian and tend toward loosely hereditary dictatorships with a stong racial purity theme as they consider themselves a better race and wish not only to perfect themselves but remake the world in their own image. Engage in campaigns of ethnic cleansing against other races who are a minority of that region.

For their technology and equipment I borrowed heavily from the un-named alien menace in the sci-fi book Face of the Enemy. Very biologically oriented. Their structures are grown from living plants altered through alchemy and magic. Weapons are often not only biological but actually alive. Example, instead of a thrown weapon they will have two or three Tiny giant beetles perched on their shoulders or back that take off, fly to an enemy bite them and fly back to their perch. Or instead of a bow a giant spiny inchworm caterpillar holding onto both ends of a long stick that they thrust in the direction of the enemy and it sprays out a small flight of spines that have the same effect as a bow(some are poisonous). Armor that is actually a symbiotic hardshelled landcrab. Latched onto their forearm where a shield might go is an ugly flattened Small spider (a very light one) that can spit a mild acid. Instead of hurling flasks of alchemist's fire they hurl tiny millipedes curled up in a ball that land and release a burning gas then bite for a round or two before retreating toward their handlers.

Frowth Giants-stolen from The Runelords
 
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I get to play so rarely I really haven't had a chance to get some of the more traditional and overused favorites out of my system. To whit I submit for your consideration:

Shades - more versatile than any single race because it's a template and can be overlayed onto any existing race. Cool if powerful powers. I felt the Tome of Magic nerfed the concept of shadow magic so I don't know that I'd go that route. The templates found in the various FR books are more to my liking although I don't know which one is the most current.

Speaking of templates, what about GR's Advanced Bestiary or The Book of Templates: Deluxe Edition? I'd pick a couple of my favorites and perhaps make them common (or at least not very rare) in a certain region. Weave into the history of the land. Blame magic, or better yet, psionics. Whatever makes the setting work.

I'd probably find a place to fit Ptolus. Just for the ease of it. I'd file off the setting details and get rid of lame stuff like centaurs but it'd be nice to get some use out of it.

Thieves Quarter and Temple Quarter by the Game Mechanics is worth fitting in. Hell the entire city of Liberty is perfect. Now if they could only finish the damn project!

Five Fingers: Port of Deceit is also one of my favorite city setting in recent memory. Self contained and dripping with role-playing opportunities it makes a perfect addition to any coastal campaign. Worth checking out.

For the cosmology I'd like to fit in something from Beyond Countless Doorways. I always liked the idea of Nexus and portals always add depth and versatility to a setting. Talk about a plot device...

For dieties I'd also make heavy use of GR's Book of the Righteous. I'd also add in a heaping helping of GR's Book of Fiends. The recently released Fiendish Codexes might also provide some interesting NPC's even if you are not going with the great wheel (even though the Book of the Righteous has something very similar).

More as I think of it.
 

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