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<blockquote data-quote="Bacon Bits" data-source="post: 9014307" data-attributes="member: 6777737"><p>I'm still very early in developing my current campaign setting. Here, Orcs are one of the four native races of the as-yet-unnamed world.</p><ol> <li data-xf-list-type="ol">Orcs live in the forests, and are typically nomadic, though they have a few settlements. They hunt the large game that is plentiful in the forests, and also the wild fruit that grows there. They are known as great storytellers and hunters. Orcish spices, wine, and beer are highly prized, as well. They tend goats and sheep, too, in mountainous highlands. They tend to follow the earth-mother deity (nature and harmony (N)) or the four winds quadripartite deity (CN(G)).</li> <li data-xf-list-type="ol">Humans live primarily in open plains and coastlines. They are known as great farmers and sailors, and also as builders and metalworking craftsmen. Human flour and millet is said to "feed the world." Humans are the great food producers. Humans tend to follow the great builder (LN(G)) or the earth-mother deity.</li> <li data-xf-list-type="ol">Wights are the third race, and currently the least developed. Their home is the ways below the earth, which they can navigate easily. They are not evil and maybe not precisely undead in the traditional sense, but they live an extremely long time. I haven't quite decided how they reproduce or if they're a playable race yet, but they're there. "Wight" is a bit of a misnomer, too, as nearly all "undead" type creatures are some form of Wight. Think more like WoW undead.</li> <li data-xf-list-type="ol">The fourth sentient race is Dragons. Prior to the apocalyptic event in the world's past, Dragons were the only creatures capable of magic. All Dragons possess a humanoid form, so they can choose to live among any other species more or less at will. Dragon cities, however, are built upon clouds in the sky. (This may change to Giants... still under development.)</li> </ol><p>Orcs and humans tend to come into conflict as humans try to clear-cut forest for building materials and to create pasture land, while orcs try to develop wild orchards and free-roaming game. The two species both want a lot of land, but their uses kind of directly conflict in a lot of ways.</p><p></p><p>A great apocalyptic event in the distant past -- the workings of Din, that which seeks to undo all -- the lands of faerie have become permanently intertwined with the prime material world on this plane. Prior to this, technology was relatively high. Either similar to our world, or somewhat advanced beyond the contemporary. That was millennia ago, and there is little that remains from that era. Yet the entanglement of the prime and faerie has remained. There are fairy gates and portals all across the world. Many are secret or moving or only work occasionally, but some are well known and stable.</p><p></p><p>The unique aspect of the lands of faerie is "the rhyming of threes". The number three appears frequently and often. Faerie is chaos that orders itself by bargains and exchanges. Beware the faerie, for both their gifts and their vengeance shall be threefold.</p><p></p><p>With the exception of normal animals and the above four races, all fantastic creatures originate from the lands of faerie from one of the fae courts. True faerie are immortal so long as they remain in faerie... destroying them there merely causes them to reappear countless billions of leagues away. Even so, this does not happen on the prime material realms, so they tend to avoid travel to the prime material plane (though they can be trapped on prime just as mortals can be trapped on faerie). That said, three "mortal" races live in the lands of faerie and are happy to get out of there! All three races were once living on their own home prime material planes. They may have once been the same race or not... it has been so long that no one remembers.</p><ol> <li data-xf-list-type="ol">Elves -- Elves have been trapped primarily on the lands of Feywild, home of the Summer Courts, where they have built cities in the trees. Elves themselves can take one of three forms. The form is not inherited, but chosen by the individual and typically depends upon a pact sworn with one of the fey courts.<ol> <li data-xf-list-type="ol">High Elves or Wood Elves -- These are D&D elves</li> <li data-xf-list-type="ol">Dark Elves or Iron Elves -- These are D&D dwarves</li> <li data-xf-list-type="ol">Pixie Elves or Stone Elves -- These are D&D gnomes</li> </ol></li> <li data-xf-list-type="ol">Drow -- Drow have been primarily trapped in the lands of Shadowfell, home of the Winter Courts, where they have build cities among the redwood-sized mushrooms below the overnight. Again, they come in one of three forms, but these elves may change their form. I'm not yet sure how that happens. Additionally, all Drow are capable of some illusion magic or shapechanging, which they often use to appear in the form of Elves or Goblins.<ol> <li data-xf-list-type="ol">Night Drow -- These are D&D drow</li> <li data-xf-list-type="ol">Shadow Drow -- These are D&D duergar</li> <li data-xf-list-type="ol">Nixie Drow -- These are D&D deep gnomes</li> </ol></li> <li data-xf-list-type="ol">Goblins -- Goblins have been primarily trapped in the lands of Praxis, home of the Iron Courts. Praxis is a land of blasted urban structures, mighty towering contraptions that belch steam and smoke, vast plains of fire, and great forges. Goblins take their name from the Goblin King, the greatest faerie in all of Praxis. Again, Goblins take one of three forms:<ol> <li data-xf-list-type="ol">Steel Goblins -- These are D&D hobgoblins</li> <li data-xf-list-type="ol">??? Goblins -- These are D&D bugbears</li> <li data-xf-list-type="ol">Trixie Goblins -- These are D&D goblins</li> </ol></li> </ol><p>Of the fey courts... they are all but limitless, as is each land of faerie. The courts are ever-changing, rising and falling constantly. It is theorized by the most outstanding dragon scholars, however, that the number is constant. There are always 3^3^3 faerie courts at all times. (To paraphrase Mr. Gates, 7,625,597,484,987 faerie courts ought to be enough for anybody.)</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 9014307, member: 6777737"] I'm still very early in developing my current campaign setting. Here, Orcs are one of the four native races of the as-yet-unnamed world. [LIST=1] [*]Orcs live in the forests, and are typically nomadic, though they have a few settlements. They hunt the large game that is plentiful in the forests, and also the wild fruit that grows there. They are known as great storytellers and hunters. Orcish spices, wine, and beer are highly prized, as well. They tend goats and sheep, too, in mountainous highlands. They tend to follow the earth-mother deity (nature and harmony (N)) or the four winds quadripartite deity (CN(G)). [*]Humans live primarily in open plains and coastlines. They are known as great farmers and sailors, and also as builders and metalworking craftsmen. Human flour and millet is said to "feed the world." Humans are the great food producers. Humans tend to follow the great builder (LN(G)) or the earth-mother deity. [*]Wights are the third race, and currently the least developed. Their home is the ways below the earth, which they can navigate easily. They are not evil and maybe not precisely undead in the traditional sense, but they live an extremely long time. I haven't quite decided how they reproduce or if they're a playable race yet, but they're there. "Wight" is a bit of a misnomer, too, as nearly all "undead" type creatures are some form of Wight. Think more like WoW undead. [*]The fourth sentient race is Dragons. Prior to the apocalyptic event in the world's past, Dragons were the only creatures capable of magic. All Dragons possess a humanoid form, so they can choose to live among any other species more or less at will. Dragon cities, however, are built upon clouds in the sky. (This may change to Giants... still under development.) [/LIST] Orcs and humans tend to come into conflict as humans try to clear-cut forest for building materials and to create pasture land, while orcs try to develop wild orchards and free-roaming game. The two species both want a lot of land, but their uses kind of directly conflict in a lot of ways. A great apocalyptic event in the distant past -- the workings of Din, that which seeks to undo all -- the lands of faerie have become permanently intertwined with the prime material world on this plane. Prior to this, technology was relatively high. Either similar to our world, or somewhat advanced beyond the contemporary. That was millennia ago, and there is little that remains from that era. Yet the entanglement of the prime and faerie has remained. There are fairy gates and portals all across the world. Many are secret or moving or only work occasionally, but some are well known and stable. The unique aspect of the lands of faerie is "the rhyming of threes". The number three appears frequently and often. Faerie is chaos that orders itself by bargains and exchanges. Beware the faerie, for both their gifts and their vengeance shall be threefold. With the exception of normal animals and the above four races, all fantastic creatures originate from the lands of faerie from one of the fae courts. True faerie are immortal so long as they remain in faerie... destroying them there merely causes them to reappear countless billions of leagues away. Even so, this does not happen on the prime material realms, so they tend to avoid travel to the prime material plane (though they can be trapped on prime just as mortals can be trapped on faerie). That said, three "mortal" races live in the lands of faerie and are happy to get out of there! All three races were once living on their own home prime material planes. They may have once been the same race or not... it has been so long that no one remembers. [LIST=1] [*]Elves -- Elves have been trapped primarily on the lands of Feywild, home of the Summer Courts, where they have built cities in the trees. Elves themselves can take one of three forms. The form is not inherited, but chosen by the individual and typically depends upon a pact sworn with one of the fey courts. [LIST=1] [*]High Elves or Wood Elves -- These are D&D elves [*]Dark Elves or Iron Elves -- These are D&D dwarves [*]Pixie Elves or Stone Elves -- These are D&D gnomes [/LIST] [*]Drow -- Drow have been primarily trapped in the lands of Shadowfell, home of the Winter Courts, where they have build cities among the redwood-sized mushrooms below the overnight. Again, they come in one of three forms, but these elves may change their form. I'm not yet sure how that happens. Additionally, all Drow are capable of some illusion magic or shapechanging, which they often use to appear in the form of Elves or Goblins. [LIST=1] [*]Night Drow -- These are D&D drow [*]Shadow Drow -- These are D&D duergar [*]Nixie Drow -- These are D&D deep gnomes [/LIST] [*]Goblins -- Goblins have been primarily trapped in the lands of Praxis, home of the Iron Courts. Praxis is a land of blasted urban structures, mighty towering contraptions that belch steam and smoke, vast plains of fire, and great forges. Goblins take their name from the Goblin King, the greatest faerie in all of Praxis. Again, Goblins take one of three forms: [LIST=1] [*]Steel Goblins -- These are D&D hobgoblins [*]??? Goblins -- These are D&D bugbears [*]Trixie Goblins -- These are D&D goblins [/LIST] [/LIST] Of the fey courts... they are all but limitless, as is each land of faerie. The courts are ever-changing, rising and falling constantly. It is theorized by the most outstanding dragon scholars, however, that the number is constant. There are always 3^3^3 faerie courts at all times. (To paraphrase Mr. Gates, 7,625,597,484,987 faerie courts ought to be enough for anybody.) [/QUOTE]
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