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I finally like non-Tolkien species for PCs
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<blockquote data-quote="EzekielRaiden" data-source="post: 9719432" data-attributes="member: 6790260"><p>For my own homebrew stuff, if I ever ran a (slightly) more traditional D&D-type setting, I would merge gnomes and halflings into the <em>hinnfolk</em>, fey beings of the land. Lightfoot (forest gnome/lightfoot halfling), tree-guardians and forest-keepers; Stoutheart, plains-wandering and flock-tending; Cragstep (rock gnome + more settled halflings), earth-dwellers and tinkerers; and Ghostwise (that halfling type + svirfneblin), depth-delvers and mystics. Those that more overtly express the "fey" nature might be seen as "gnomes", while those that are outwardly more human-like might be called "halflings", but all of them are hinnfolk.</p><p></p><p>This dovetails with my general effort to give each heritage or kin (my preferred terms, rather than "species") four variations; for hinnfolk, their nature is determined in part by <em>where</em> they are born, rather than only who they are born to; a clan of Lightfoot hinn that emigrate to the Underearth will tend to slowly become Ghostwise over several generations, for example. The only heritage I just could not produce four variations of was human; I could only come up with three. Standard humans, which would cover all Earth humans and essentially all other humans; dual-heritage/dual-blooded, where you get a blend of human and a second non-human heritage (e.g. half-elf, half-orc, etc.); and Starbound, which is for all humans Weirded™ by exposure to fantasy outer space (so slann/elan, lower-power Kryptonian-equivalents, non-immortal Gallifreyans, Betazoids/El-Aurians, etc.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9719432, member: 6790260"] For my own homebrew stuff, if I ever ran a (slightly) more traditional D&D-type setting, I would merge gnomes and halflings into the [I]hinnfolk[/I], fey beings of the land. Lightfoot (forest gnome/lightfoot halfling), tree-guardians and forest-keepers; Stoutheart, plains-wandering and flock-tending; Cragstep (rock gnome + more settled halflings), earth-dwellers and tinkerers; and Ghostwise (that halfling type + svirfneblin), depth-delvers and mystics. Those that more overtly express the "fey" nature might be seen as "gnomes", while those that are outwardly more human-like might be called "halflings", but all of them are hinnfolk. This dovetails with my general effort to give each heritage or kin (my preferred terms, rather than "species") four variations; for hinnfolk, their nature is determined in part by [I]where[/I] they are born, rather than only who they are born to; a clan of Lightfoot hinn that emigrate to the Underearth will tend to slowly become Ghostwise over several generations, for example. The only heritage I just could not produce four variations of was human; I could only come up with three. Standard humans, which would cover all Earth humans and essentially all other humans; dual-heritage/dual-blooded, where you get a blend of human and a second non-human heritage (e.g. half-elf, half-orc, etc.); and Starbound, which is for all humans Weirded™ by exposure to fantasy outer space (so slann/elan, lower-power Kryptonian-equivalents, non-immortal Gallifreyans, Betazoids/El-Aurians, etc.) [/QUOTE]
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