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<blockquote data-quote="Turjan" data-source="post: 4044060" data-attributes="member: 3477"><p>I just use some well known names instead of the campaign ones in order to make it easier for me to explain:</p><ul> <li data-xf-list-type="ul"><strong>Humans</strong>: The natural choice for players. There's enough diversity to make a difference as far as background goes.</li> <li data-xf-list-type="ul"><strong>Mojh</strong>: The natural choice for human sorcerers who want to prolong their life. It's a replacement for lichdom, with less negative connotations. Good player choice for somewhat higher levels.</li> <li data-xf-list-type="ul"><strong>Ogres</strong>: Bred by elves from human stock for "biological warfare". Look like tall humans, but have an insatiable appetite for the flesh of their ancestors. Unsuited for players.</li> <li data-xf-list-type="ul"><strong>Elves</strong>: They cover the whole elf/dwarf/gnome niche. Often live below the ground and don't like bright sunlight. Second big power on the continent. Limited player suitability (or suited for a campaign on its own, which never happened).</li> <li data-xf-list-type="ul"><strong>Fey</strong>: Elves that gain immortality as a service to their clan. They slowly lose their "humanity" though, which makes them mostly unsuited as player race.</li> <li data-xf-list-type="ul"><strong>Nezumi</strong>: Ratmen raised to intelligence as a slave race by elves. Can't speak "Common", which limits their player suitability. Some spread the "wererat disease" as part of elven "biological warfare".</li> <li data-xf-list-type="ul"><strong>Trolls/goblins</strong>: Think Gloranthan trolls with their size and status dimorphism. Replace goblinoids and orcs. The third big power on the continent. Decent player suitability (or good for their own campaign).</li> <li data-xf-list-type="ul"><strong>Harrids</strong>: Enigmatic race of seers in the mountains. No player suitability.</li> </ul></blockquote><p></p>
[QUOTE="Turjan, post: 4044060, member: 3477"] I just use some well known names instead of the campaign ones in order to make it easier for me to explain: [list] [*][B]Humans[/B]: The natural choice for players. There's enough diversity to make a difference as far as background goes. [*][B]Mojh[/B]: The natural choice for human sorcerers who want to prolong their life. It's a replacement for lichdom, with less negative connotations. Good player choice for somewhat higher levels. [*][B]Ogres[/B]: Bred by elves from human stock for "biological warfare". Look like tall humans, but have an insatiable appetite for the flesh of their ancestors. Unsuited for players. [*][B]Elves[/B]: They cover the whole elf/dwarf/gnome niche. Often live below the ground and don't like bright sunlight. Second big power on the continent. Limited player suitability (or suited for a campaign on its own, which never happened). [*][B]Fey[/B]: Elves that gain immortality as a service to their clan. They slowly lose their "humanity" though, which makes them mostly unsuited as player race. [*][B]Nezumi[/B]: Ratmen raised to intelligence as a slave race by elves. Can't speak "Common", which limits their player suitability. Some spread the "wererat disease" as part of elven "biological warfare". [*][B]Trolls/goblins[/B]: Think Gloranthan trolls with their size and status dimorphism. Replace goblinoids and orcs. The third big power on the continent. Decent player suitability (or good for their own campaign). [*][B]Harrids[/B]: Enigmatic race of seers in the mountains. No player suitability. [/list] [/QUOTE]
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