KISS World Building Pt 2.

Zardnaar

Legend
Sort of a follow up to a previous thread about refluffing Earth into a fantasy world. This post will give an example on refluffing the existing races, using their mechanics and appearance as is. One recommendation I can make is during session 0 is let the PCs know that additional races are available. But limit those races to 1-3 as it makes them feel more special. If for example you just let the PCs pick whatever race they like from books like Volos Guide to Races, Guildmasters Guide to Ravnica etc odd are the PCs will just pick PHB races as if you throw an additional 20 odd races at them they won't really care. If you're doing a thmed game though you can tie the races to the theme of your game. Even something as simple as an Egyptian theme opening up animal headed races and things like Gnolls, or a lost world game with lizard men and Yuan Ti available as races makes things a bit more interesting IMHO. Less is more and genric fantasy sand box will stand out less than a themed game IMHO.

Another thing I would recommend is not to pull a complete 180 on a race. By this I mean l turning the Drow into good aligned dark faerie and Elves are evil. It can work here and there but if you do it for every race it becomes a bit silly.

Humans
Well there is not really a lot you can do here. Human cultures and fantasy cultures run the gauntlet, so assuming you use them I just create a variety of human cultures and areas. Not all of these are nice by modern standards or are "ye old fantasy France/England". Read a history book for guidaince on what you can do with fantasy Romans, or Songhai, or Babylon etc can be done or even cultures based on medieval times where things like freedom of speech, religion etc do not exist.

Dwarves.
The stereotypical Dwarf is a Scottish or Scandinavian miner, so if you did a 80 on them and made them into wilderness Druids its a bit much for players to accept. If I am using things like firearms, gunpowder, magi tech engines etc the Dwarves are often at the front of this, or you play down the mining thing and turn them into a fantasy not Switzerland.

Halflings
Halflings are a bit boring and you have the hobbit stereo type. Its one race you can do a 180 on if its done well and I often borrow the Eberron or Dark Sun take on the halflings or turn them into Steppe Nomads on miniature ponies/wolves or something. PCs might get a shock when Halflings are your worlds equivalent of Ghengis Khan or Tamerlane.

Elves.
I tend to make my Elves a bit darker but not full on Evil just because. Usually Elves are presented in a neo Tolkein kind of way with the Elven Empires of ages past long gone. I tend to make the Elves a major player with their Empires still intact. Often they are a naval power as well since the British for example ruled India outnumbered 1000-1 so things like the British Empire, East india Company and Carthage are good models to draw inspiration from. If they control the money they can hire mercenaries.

Dragonborn.
4E had a decent presentation of the Dragonborn, lately I have been putting a Latin spin on them and they are basically Romans. Xanathars has Roman names in them and its not hard to use google fu to find more. SPQR Marius Draconnis.

Tieflings
Tiefling tend to have it rough in my games, much like a Drow in AD&D would. When you have the blood of demons in you and its clearly visible you are going to have a rough time. As in you can get impaled just by walking down the street. You would probably have an easier time playing a Drow or Yuan Ti.

Gnomes
Gnomes are kind of comic relief, mostly due to how other players treat them. Probably doesn't help IRL they are garden ornaments. Lowkey might be onto something here. I try and make them interesting somehow but in each edition of D&D I might see a single Gnome being played as I remember the Gnome in AD&D 2E, 3E and 5E as they have literally been played once.

Drow.
Drow are usually evil but I might get away from the Lolth thing and replace her with other demons. Drow on the surface would be more a curiosity, there are a few tales around of course but they are so rare and unheard of most people wouldn't know much about them. They won't have a good time in Elven lands though as the Drow surface raids as such are usually targeted on the Elves once every century or so. Since my Elves usually are not exactly goody two shoes either a Drow that gets captured alive might have getting staked/impaled to the ground at noon to look forward to. Other races would be more curios/wary than out right hostile.

Half Orcs
Half Orcs do not have a great stereo type in D&D in regards to their origin. Orcs often serve as mercenaries for the Elves in my games, so Half Orcs are often officers and NCO in those armies . The nastier Elven houses also practice slavery so that is another origin for them.

Half Elves
As previously stated the Elven Empires and Kingdoms are often still around in my games. Half Elves tend to be administrators in the Elven lands assuming they rule over other species. Usually the Elven parent will find a role for them. The nicer Elven houses they might be somewhat senior in rank in the house and regarded as excellent go between with the Human citizens (they do get +2 charisma after all). They are bureaucrats and junior officers in those areas.
 

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