Races of YOUR World

The setting I was originally planning on designing for Fourth Edition had only three races: humans, dragonborn, and tieflings.

The humans would be a recently-exiled group of discontents from a rising empire called the Patria, on another continent across a wide ocean. They would never have encountered another intelligent species before running into both the dragonborn and the tieflings in this new land.

I had a loose setup inspired by North America. The dragonborn filled the role of nomadic clans wandering the plains, unable to settle for more then a decade or so at a time because of nigh-inevitable assaults from vengeful tiefling cities of the south.

The tieflings were based on the Mexican and South American nations - I envisioned city-states struggling to survive after the fragmentation of a greater empire. I was making use of the tiefling and dragonborn backstory of conflict and mutual annihilation; my own twist was that the tieflings were not cursed by the gods who opposed their infernal patrons, but by their infernal patrons themselves as punishment for their failure. They had overextended themselves in the conflict with the dragonborn and suffered a total social, economic, and even ecological collapse.

So, their first contact would be with the dragonborn, and then later with tieflings from the south. Could have been okay, but I'm off the idea now. I'll probably rework it later. Certainly, I'll be doing something else for my first homebrewed setting.
 

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My next game (1e-based) will be cutting back sharply on PC-available races:

Common: Humans, Part-Elves, Elves, Dwarves

Uncommon: Hobbits, Part-Orcs, Barbarians (Human sub-race)

Rare: Gnomes

That's it. No more Drow, or Leprechauns, or Centaurs...and certainly none of this half-anything 3e seems to have developed. I'm shooting for a much more Human-centric game, but we'll see where the players end up taking *that* idea. :)

Were I to run 4e, I think I'd ditch Tieflings and Dragonborn as PC races - both are the sort of thing that would make fine opposition, so I'd keep 'em as in-game foes - and put Part-Orcs, Barbarians, and (reluctantly) Gnomes back in.

Lanefan
 

Don't really have time to get into my campaign story, but at the beginning of the game, the PCs can only be human, due to human isolation from the rest of the world. Once that isolation is gone (soon after the game begins), there will be elves and dwarves as possible PC choices down the road. Tieflings and dragonborn will be NPC races as unlikely PC races. So far goblins and gnolls figure heavily into the NPC races, though I'm still developing.
 
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The Player Character Races of my Upcoming Homebrewed 4th Ed Campaign (first homebrewed campaign for me in 20 years of DMing!):


-Human

-Azer

-Centaur

-Hobgoblin

-Minotaur

-Nagaborn (dragonborn re-fluffed and with a cosmetic change – lower body serpentine)

-Tiefling
 

I want to play in JACKELOPE KING's game!!!!!!!

For me:

Human (Vaelik/Kaelik) - the two races of men dominate the small pockets of civilization on the continent, from honor-bound, industrialized Akkabarran to militant, feudal Tocs-Morunge, to the pirate-plauged port of Vaenna beyond the desolate mountains of the decadent pleasure city of Gone on the frontier.

Most of the PCs will be humans of the Vaelik race. Choosing a country of allegiance is almost like choosing a race in my game. It determines a lot about the character, the character's cultural views, etc. Midway through the campaign, a player urged me to read A Game of Thrones because he said it was very similar to the campaign. I read it, and the player was right; that sort of thing was exactly what I had been going for. There are other races remaining in the world, but they are rare. Some of them are:

Aelf-blood - they rose from the lakes, mountains, fields, and trees in a time before man. Their speech was the language of the stars, and all they named was manifest. They strove for permanence upon the face of the world, they slew the giants and chained the beasts of the earth beneath the ground. Then man came and in order to survive, they imitated his ways until they fell into decline. Their females gave birth to the monstrous Turok and the race could no longer breed true. They died out, but some bred with humans who display a hint of the enchanted blood of the first people.

Turok - savage, bestial creatures born of the dead race of aelfs, they fight with tooth and claw, gather in hordes, and destroy civilization wherever they may find it.
They are cunning, with features that resemble their parents', only exaggerated and covered with hair. Their irises are orange or yellow - huge, haunting orbs.

Matthurbur - humanlike race from the island of Aquittus-Fvorbor that retains fragments of the memories (and bodily scars) their ancestors experienced. They seek complete recall of all knowledge along their bloodline, and see humans as short-sighted weaklings.

Raynor - barbaric, proud, and totemistic race of animal men, descended from the monstrous giants that first roamed the world. Noble savages, the raynor keep beyond the borders of civliziation but will deal and trade with men unless they have been provoked (in which case they hunt/raid them). These are like shifters with the serial numbers (and lyncanthropy) stripped off.

Durylinea - the small fey creatures that live wild in the woodlands, delighting in their own amusement (which oftentimes involves playing tricks on humans... to their doom).

Oscare - the civilized remnants of the race of giants destroyed long ago by the aelfs. The few remaining oscare in the world are towering masters of etiquette and diplomacy. It's in the oscare culture to conquer by wit and allegiance (the reason they weren't offed with the rest of the giants).

There are yet others, including a race of dog men and yuan-ti-esque creatures, but they're so far beyond the frontier I haven't had to do much with them yet.
 

I don't foresee jumping ship to 4e anytime soon, but to be considered a playable race in my game means that the character must have a natural swim speed and be able to breathe underwater without the use of magic. Other than that, I'm pretty flexible. ;)
 

I'm strongly tempted to go for:

Humans
Pe Choi
Pache Lei
Shen
Ahoggya
Swamp Folk
Pygmy Folk
as player races and

Ssu
Hlutrugu
Hlyss
Mihalli
Shunned Ones
as NPC races

(But I'll probably run a straight D&D game first to get a good handle on the workings of everything)

CHeers
 

For my Witching Grounds setting the following races will be open for PCs:

Caliban, known colloquially as “Cauldron-born”, were created by the three Hag Queens (“the Foul Mistresses”) during the time of the Witch Sovereigns with the Whispering Cauldron artifact. The hags had made many abominations individually, but when the tide turned against them they joined together to create a servitor race imbued with souls harvested from the enemy’s fallen. Eventually the caliban rebelled, toppling the Hag Queens and setting up their own kingdom as a hotbed of resistance which the empire crushed. Many secrets of the resistance were learned from the captured caliban, who were rewarded for their treachery with land grants - ghostly citadels dot the land, home to the caliban nobility. They tend toward treachery, but are both adaptable and great keepers of secrets.

Celestials were caretakers of the holy city Abarra and guardians of the Beacons of Eshan, unquestioningly loyal to the empire. However, when their patriarch voiced opposition to the Emperor’s persecution, they were betrayed and those not killed in the coup were exiled from their holy city. Most faded into daily life, their families scattered across the eastern empire. However, some used their familiarity with the empire to aid the resistance and a minority even fomented dissent. While they can be righteous, they are also compassionate and wise.

Dwarves were once enslaved to the northern Witch Queen of the giants, winning their freedom only after a 30-year war which ended with the Dwarf King sacrificing himself. Retreating to mountain strongholds, the dwarves served as guardians of royalty-in-hiding leading the resistance, as well as the Serpent Gates which agents of the Emperor sought to open. A civil war was fought over whether to protect the human royalty, resulting in the banishment of House Morragrim, ancestral defenders of the Serpent Gates. Their homeland is the Serpentback Mountains. While greedy, dwarves are resolute and faithful.

The Sidhelein were split over whether to help the human resistance fighters despite their persecution at human hands...
Those nomadic Elves who helped hide the humans would join the resistance as scouts and spies, and many interbred with and suffered for their human allies. The elves’ have no homeland (rather, home is where the tent is); they are tribal, passionate, and fierce.
Those Eladrin who refused to get involved withdrew deep into the forests to create xenophobic tree cities where humans are attacked on sight – these isolationists only became involved when the Emperor tried necromancy on captive elves, promptly destroying his attempt and rescuing the hostages. The eladrin call Avel Wood and the Feywild home; they are urbane, aloof, and calculating.

Fauns live in loose kinship groups, though their young often rove the wilds chasing nymphs, seducing mortals, composing ballads, and guiding those who would brave the Feywild through the Briarmaze. Fauns came from the same fey race as the satyrs – allegedly the fauns gave up their immortality to intervene on behalf of peasants uprising against the empire, while the self-serving satyrs remained immortal in the Feywild. Their true homeland is the Feywild, but it is exceedingly dangerous for them to return (for they are often hunted by wicked satyrs and other shadow fey). Their adopted homeland is the Feshinthul Vale, though it would be easy to believe they are rovers, being ever present at faerie festivals and crossroads. Fauns are lustful and gluttunous, but also can be charming and self-sacrificing.

Humans are a diverse lot, defining the conflicts of Empire vs. Peasantry and Church vs. Paganism. Humans are easily corrupted and tempted from the path of truth, but they are also forgiving and innovative.The major cultures of humanity are...
Aurethian: Swarthy river-folk of Aghora’s Crescent
Feshinthan: Superstitious revolutionary peasants living in fey-touched Vale
Ghessan: Hearty ancestor-worshipping shepherds of Icespire Mountains
Ghost Tribes: Persecuted vengeful natives hiding in Wyvernlands
Hataresi: Amazonian corsairs living in an island matriarchy
Qulashkul Tribes: Horse-masher tribes of the Qulashin Steppes
Jheradi: Poetic seafarers of Simber Coast with ties to merfolk
Kheprian: Theocratic slave people south of Sajaje with tieds to Shadowfell
Khistani: Savvy gypsies driven from their homelands in the Hareech
Lahani Tribes: Coastal natives of the Minosian Peninsula
Palathari: Theocratic sophisticated craftspeople of Palathar
Rhugashi: Warrior culture of invaders cut off from their overseas homeland
Sicoran Tribes: Trackers and herbalists of the Sajaje Desert
Sindaran: Spice/dye traders and thunder lizard tamers of Sindara

Gnomes were the treasurers for the Karathian Empire, enjoying wealth beyond dreams for their complicity, but eventually their conscience led them to betray the Emperor and channel gold to the resistance. In an unlikely move to hide from the Emperor’s wrath, the gnomes hid among the shadow fey who trapped the gnomes in the Feywild as servants – only recently have they escaped centuries of servitude. Their homeland is unknown. Gnomes are universally deceitful and mischievous, yet show good cheer in the face of overwhelming odds and are exceedingly gracious.

Selkie, known colloquially as "Otter-Folk", were press-ganged by the empire to serve as amphibious scouts, deceived by the feasts and song in their honor. Once they realized that those who didn’t serve were killed or sent to work in the shipyards, many went renegade and joined the resistance, though just as many played the two sides off each other for their own benefit. During their servitude, many lost the ability to skinshit - trapped in humanoid otter form; the few that do retain the ability have their magical otter skin possessed by corrupted imperial royalty. Selkie homelands are the waterways of Aghora’s Crescent. While they tend toward vanity, they are protective of loved ones and insatiably curious.

Tieflings are the corrupted Daravian nobility who ruled the empire for centuries, eventually giving up their spirits to dark powers to oppose the power-mad Emperor. However, in so doing many became the tyrants they were fighting against, and only a few, mostly those who had fallen from favor, fought with the resistance (often for their own nefarious purposes). Their homeland is the Heartland cities, especially Larthlaweys. Prone to bitterness and an overdeveloped sense of vengeance, tieflings also are unyieldingly perseverant and shrewd judges of characters.

Trolls were once shadow fey, devious tacticians and masters-at-arms for the Lord of the Wild Hunt. However, they were touched by an act of human beauty (some tales say it was a human maid singing a song to a unicorn, others that it was a knight binding a faun's wounds), and aspired to become defenders of beauty and peace. A great civil war ended with many trolls betrayed by the Lord of the Hunt - forced to work in salt mines for the emperor. Those who returned to the Lord of Hunt were cursed with stupidity and ugliness as "ogres." In the wake of imperial collapse, a slave uprising granted the trolls independence (these handsome trolls have bluish skin, horns, white hair, and crystalline eyes). Today they call the Icespire Mountains home. While prone to rage and self-doubt, trolls are utterly honorable and seek peaceful resolution when possible.
 

mhacdebhandia said:
I had a loose setup inspired by North America. The dragonborn filled the role of nomadic clans wandering the plains, unable to settle for more then a decade or so at a time because of nigh-inevitable assaults from vengeful tiefling cities of the south.

.

Seems like we have a couple of people working on Pre-Columbian or Point of Contact fantasy settings. For all the Maztica hate it seems like there are some miles to go wtih the concept.
 

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