LoneWolf23
First Post
Been building a homebrew campaign world for this online game of mine, and I've been doing some thinking about the races I plan to add to my gameworld. One PC's a ranger with Goblins as his Favored Enemy, and one's a half-orc cleric who's already mentionned Drow and Driders In-Character, so I know I have to have Goblins, Orcs and Drow, and thus I also have to add other Elves, too.
...But I still want to do something different. So here's what I'll do. I'll create variants on each race that will fit as seemlessly as possible into the campaign world, and into the Players' expectations, even as it surprises them with variety.
The Goblins, for starters, are just as organised and intelligent as Humanity (the dominant race) and have the advantage of genetic variety. For not all Goblins are Small Humanoids. Just as many are the same size as Elves or Humans, and some are taller and stronger. And they all share similar traits: features that somehow mirror the faces of elves and men, only sharper and more vicious, and an intelligence to match. They are also unified by the belief that They, not Humanity, are the rightful rulers of the world, and that their birthright was taken from them.
In game terms, I've taken the stats for Goblins, Hobgoblins and Bugbears, and put them all under the label of Goblins, explaining that they come in all shapes and sizes. Goblin groups can consist of any combination thereof, with leadership being held by the most powerful in the group, whether it's a powerful Big Goblin who rules through strength, a Short Goblin magic-user who rules through magical power of a high-level Common Goblin who leads because his plans work.
There are also beings known as Hobgoblins; They are Goblins (of all kinds) who have the Half-Fiend template, and often some levels of Sorceror to go with it.
The Orcs are pretty much your standard PHB fare, but there are many amongst the Orcs who are not as dull-witted or as chaotic as the average Orc. They are just as strong, tough and vicious as most orcs (though slightly clumsier), but their added wits allow them to become more cunning warriors, and thus become chieftains and warlords. They are commonly referred to as Orclords, and use the stats for Conqueror Orcs in Green Ronin's "Wrath and Rage" book: replacing the usual Orcish -2 penalty to intelligence and charisma (or perhaps wisdom) with a -2 penalty to Dexterity, and with the favored class switching from Barbarian to Fighter. Orclord wizards and sorcerors are not uncommon, especially in large armies.
Finally, while there are Drow who follow the classic "Dark Underdwellers who live in vicious, slave-abusing theocratic matriarchies with a spider fetish" mold, not all dark elves do. That's just one of the more powerful and well-known clans of Dark Elves, the Arachnis Clan. Another clan, the Nagaja clan, follow a snake-like pattern, and actually have more in common with Yuan-Ti (in fact, I may just used the Yuan-Ti Pureblood stats for them). The Good Elves are also spread into clans following an animal (or plant) theme, depending on their environment.
So, any opinions?
...But I still want to do something different. So here's what I'll do. I'll create variants on each race that will fit as seemlessly as possible into the campaign world, and into the Players' expectations, even as it surprises them with variety.
The Goblins, for starters, are just as organised and intelligent as Humanity (the dominant race) and have the advantage of genetic variety. For not all Goblins are Small Humanoids. Just as many are the same size as Elves or Humans, and some are taller and stronger. And they all share similar traits: features that somehow mirror the faces of elves and men, only sharper and more vicious, and an intelligence to match. They are also unified by the belief that They, not Humanity, are the rightful rulers of the world, and that their birthright was taken from them.
In game terms, I've taken the stats for Goblins, Hobgoblins and Bugbears, and put them all under the label of Goblins, explaining that they come in all shapes and sizes. Goblin groups can consist of any combination thereof, with leadership being held by the most powerful in the group, whether it's a powerful Big Goblin who rules through strength, a Short Goblin magic-user who rules through magical power of a high-level Common Goblin who leads because his plans work.
There are also beings known as Hobgoblins; They are Goblins (of all kinds) who have the Half-Fiend template, and often some levels of Sorceror to go with it.
The Orcs are pretty much your standard PHB fare, but there are many amongst the Orcs who are not as dull-witted or as chaotic as the average Orc. They are just as strong, tough and vicious as most orcs (though slightly clumsier), but their added wits allow them to become more cunning warriors, and thus become chieftains and warlords. They are commonly referred to as Orclords, and use the stats for Conqueror Orcs in Green Ronin's "Wrath and Rage" book: replacing the usual Orcish -2 penalty to intelligence and charisma (or perhaps wisdom) with a -2 penalty to Dexterity, and with the favored class switching from Barbarian to Fighter. Orclord wizards and sorcerors are not uncommon, especially in large armies.
Finally, while there are Drow who follow the classic "Dark Underdwellers who live in vicious, slave-abusing theocratic matriarchies with a spider fetish" mold, not all dark elves do. That's just one of the more powerful and well-known clans of Dark Elves, the Arachnis Clan. Another clan, the Nagaja clan, follow a snake-like pattern, and actually have more in common with Yuan-Ti (in fact, I may just used the Yuan-Ti Pureblood stats for them). The Good Elves are also spread into clans following an animal (or plant) theme, depending on their environment.
So, any opinions?