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Races for Campaign, Should I drop any?
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<blockquote data-quote="Aries_Omega" data-source="post: 4684650" data-attributes="member: 15693"><p>As usual Danny I can count on you to throw your two cents in and give me gold. Maybe not for me but I always enjoy what you have to write. This got me thinking. I have all those books you mentioned in your post. It is late...so bear with me if this post doesn't make sense folks.</p><p></p><p>Also thanks Kask...sometimes you concentrate so much on one thing...you forget rule 1. DM makes the rules. Unfortunately I need inspiration and ideas.</p><p></p><p></p><p></p><p>Oh yeah...forgot to mention that. Okay...remember how I said Elves fought humans? They stopped because earlier orc, goblins and bugbears (oh my) were ousted from their lands...by humans. You guessed it. During the Elf-Human war they united and decided to fight both humans and elves. Humans and elves united, fought them off and are now somewhat neutral. Half Elves are either standard PHB Half elves...raised among humans. Very similiar to half elves in other settings or are what is called "elfborn"...using the half elf raised by elves info in the DMG. They are more enduring then elves but are second class citizens...once again...like half elves in other campaigns. Depending on where you are it goes from "we don't serve your kind" to "hang him by his ears boys". Half orcs are in the same boat, but are not raised in the main empire but rather by barbarian tribes who where...you guessed it ousted by the imperial humans. Those raised by orcs are called "orcborn" and are basically half orcs with more "orc". Before the Great War, elves, dwarves, halflings and the like are thought to have no soul. After the Great War, since they fought along side humans they have one...not a human one...it doesn't get to go to "human heaven" but to their own heaven. Orcs, goblins and bugbears (oh my) have no soul still. Killing one is NOT murder to the "imperialistic" humans.</p><p></p><p></p><p></p><p>Yep...thats about right...further towards the capital of the "imperial humans" you get the worst off you are if you not human.</p><p></p><p></p><p></p><p>That's where I usually set the game. IN the farthest end from the capital. In this case it is a ultra thick forest. It is the frontier full of wealth. Tribal elves, dwarves who don't live underground...earthquake shut them out of their ancestral homeland, gnomes are little people who polish stones and lend money but mischievous fey the live in camouflaged towns.</p><p></p><p></p><p></p><p></p><p></p><p>I kinda want to include something. I want to bring something to the table that will help make it feel like it's different. As is I only allow in a 6 person part two non-humans. I play up the racism and all. I try to make it feel like Fading Suns without the Fading Suns. I don't have 31 flavors of elves...just two for sure people know about...high and wild...rumored to have drow...never seen them. I have 4 flavors of dwarves. Standard, Mountain (more focus, LN and don't actually dig into mountains...just live high up on them), Deep (They did the opposite of Mountain Dwarves...they went deeper. They are Gold Dwarves from FR...serial numbers filed off) and Sundered (The big quake locked them out of the mountain. Great engineers and inventors. Firearms are their big thing).</p><p></p><p>I am not sure about halflings. I have the typical fat hobbit type. Tall ones that ride horses type...they live among high elves mostly...mistaken for elven children sometimes. The ones that live among dwarves and nomadic gypsy...the standard one from PHB. Is that too much?</p><p></p><p>Gnomes...just two. Standard rock gnome and the mischevious fey like forest gnome.</p><p></p><p>Humans...no "races" just ethnicity. One just call them "imperial"...think like the Telmarines from Narnia. One...call them "barbarians". They were displaced by the "imperials". Treated like Europeans treated Native Americans. Hey thanks for showing us how to live here now get off my land and go away. A third the came over with the imperials...call them "merchants". They speak funny, all about trade and wealth. Lastly call them "pirates". They are dark skin, have African features and live at sea their whole lives. They allied with the imperials during the Great War since Orcs could build good warships. They turned to privateering for the imperials and after the war are now basiclly the Navy for the imperials.</p><p></p><p>Is that too many races? Is that enough races? Should I maybe do a big race...say something like the Norn from Guild Wars? Should I have a non human looking something or other? Is there something missing. Should I allow orcs, goblins, and bugbears (oh my) in...or keep them for "freak show character night" games? Do you need more details about the campain to help you all understand it better?</p></blockquote><p></p>
[QUOTE="Aries_Omega, post: 4684650, member: 15693"] As usual Danny I can count on you to throw your two cents in and give me gold. Maybe not for me but I always enjoy what you have to write. This got me thinking. I have all those books you mentioned in your post. It is late...so bear with me if this post doesn't make sense folks. Also thanks Kask...sometimes you concentrate so much on one thing...you forget rule 1. DM makes the rules. Unfortunately I need inspiration and ideas. Oh yeah...forgot to mention that. Okay...remember how I said Elves fought humans? They stopped because earlier orc, goblins and bugbears (oh my) were ousted from their lands...by humans. You guessed it. During the Elf-Human war they united and decided to fight both humans and elves. Humans and elves united, fought them off and are now somewhat neutral. Half Elves are either standard PHB Half elves...raised among humans. Very similiar to half elves in other settings or are what is called "elfborn"...using the half elf raised by elves info in the DMG. They are more enduring then elves but are second class citizens...once again...like half elves in other campaigns. Depending on where you are it goes from "we don't serve your kind" to "hang him by his ears boys". Half orcs are in the same boat, but are not raised in the main empire but rather by barbarian tribes who where...you guessed it ousted by the imperial humans. Those raised by orcs are called "orcborn" and are basically half orcs with more "orc". Before the Great War, elves, dwarves, halflings and the like are thought to have no soul. After the Great War, since they fought along side humans they have one...not a human one...it doesn't get to go to "human heaven" but to their own heaven. Orcs, goblins and bugbears (oh my) have no soul still. Killing one is NOT murder to the "imperialistic" humans. Yep...thats about right...further towards the capital of the "imperial humans" you get the worst off you are if you not human. That's where I usually set the game. IN the farthest end from the capital. In this case it is a ultra thick forest. It is the frontier full of wealth. Tribal elves, dwarves who don't live underground...earthquake shut them out of their ancestral homeland, gnomes are little people who polish stones and lend money but mischievous fey the live in camouflaged towns. I kinda want to include something. I want to bring something to the table that will help make it feel like it's different. As is I only allow in a 6 person part two non-humans. I play up the racism and all. I try to make it feel like Fading Suns without the Fading Suns. I don't have 31 flavors of elves...just two for sure people know about...high and wild...rumored to have drow...never seen them. I have 4 flavors of dwarves. Standard, Mountain (more focus, LN and don't actually dig into mountains...just live high up on them), Deep (They did the opposite of Mountain Dwarves...they went deeper. They are Gold Dwarves from FR...serial numbers filed off) and Sundered (The big quake locked them out of the mountain. Great engineers and inventors. Firearms are their big thing). I am not sure about halflings. I have the typical fat hobbit type. Tall ones that ride horses type...they live among high elves mostly...mistaken for elven children sometimes. The ones that live among dwarves and nomadic gypsy...the standard one from PHB. Is that too much? Gnomes...just two. Standard rock gnome and the mischevious fey like forest gnome. Humans...no "races" just ethnicity. One just call them "imperial"...think like the Telmarines from Narnia. One...call them "barbarians". They were displaced by the "imperials". Treated like Europeans treated Native Americans. Hey thanks for showing us how to live here now get off my land and go away. A third the came over with the imperials...call them "merchants". They speak funny, all about trade and wealth. Lastly call them "pirates". They are dark skin, have African features and live at sea their whole lives. They allied with the imperials during the Great War since Orcs could build good warships. They turned to privateering for the imperials and after the war are now basiclly the Navy for the imperials. Is that too many races? Is that enough races? Should I maybe do a big race...say something like the Norn from Guild Wars? Should I have a non human looking something or other? Is there something missing. Should I allow orcs, goblins, and bugbears (oh my) in...or keep them for "freak show character night" games? Do you need more details about the campain to help you all understand it better? [/QUOTE]
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