Tell me about other (non-core) PC races in your world!

der_kluge

Adventurer
Ok, just to recap, I and others have done:

Grippli, Thri-kreen, Myconids
Flumphs (why, I have no idea)
Kenku, other flying humanoids
goblins
Humans
Halflings
gnomes
dwarves
Elves

So, given the plethora of d20 races available in the marketplace now, I'm curious to know which races (and from which sources) you allow into your campaign? Or, have you bothered to create your own races for your setting?

Are these choices popular? How do they fit into your world? What are their abilities (if they are your own)?
 

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Well the only PC race that I have completly designed for my campaing are the Kataros. They are an advanced race of cat people who only recently (300 years ago) came to the world. They fled their old world due to a orbital anomoly that sent their old world into the outer reached of that solar system. Most of the Kataros fled the advancing ice by fleeing through several gates that existed around their old world.

The gate leading to the current world was a largely unexplored gate until a General led about 10000 Kataros through it (he sought to create his own country, not live at the whim of the governments of more advanced worlds).

Though small in number the Kataros have a significant technological advantage over the other races. They are also well known explorers, and their maps are rivaled only by those made by the Elves.

Curriously enough the Kataros are the second most popular race in the campaigns I've run (second only to humans).

I also allow Orcs as a PC race, but they are more like Warcraft Orcs then GI Orcs.
 

Two have made it into my campaign so far,

Snail folk from Into the Black, no bones in 'em so immune to crits. An underdark race they trade with the Dwarven Mountain kingdom one of the PCs is from. They are freaked out by people with bones. The party shifter really wants to meet them and learn their form.

Animen, from Mythic races. Planetouched from a CG plane with animal spirits. They appear as people with random animal heads in proportion to the human body and gain some animal traits. Fairly rare and secluded, the party paladin thought they were demon cultists on first seeing them.

Others will probably enter later.
 

In my classic game world, I have
- the felinoid viscosians
- lesser minotaurs
- a few assorted subraces of core races.

and a skip and a hop will get you to the OA races (vanara, spirit folk)

Once my campaign is on the river of worlds, anything goes.

Major players in the planes include
- all sorts of planetouched (using Green Ronin's aasimar and tiefling book as needed to make new ones)
- githyanki/zerai/hadra
- psionic races (talaire, plus those in the XPH)
- most races from AEG's Mercenaries (primarily Bael, who are big players in the trade syndicate called the Combine)
- some races from FFG's Mythic races (Artathi, Siarrans, Manikans)
- warforged, goliaths (from WotC)
- Dovers, asherake (from Bastion press)
- various planar and terrain remixed of existing races (using UA and portals & planes)
- Ironborn (BoIM), Kurishen (hyperconscious)
- Various lizardy things (from the lizard kingdoms in BCD). I'm dropping in things like Poison dusk lizardmen.
 

You missed the gnoll and flind thread: http://www.enworld.org/forums/showthread.php?t=105279

I have adapted (or want to adapt in some cases) most of the races in Mechanical Dream, The Collectors*, Gamma World**, Blue Planet and Transhuman Space for Oathbound.

*A very cool Fudge driven game about demons who collect souls that have been signed away. By Pagan Publishing.

** Mutant humans, hoops, arks, badders, dabbers, varks, serfs, admirals, carrins, sleeths, and others.

I am an invertebrate person (check the sig) and have tried to convert and expand upon Army Ants- but no one wants to play.
 


Well, the non-core races in my campaign are the elves (eeeeeeevil and creepycreepycreepy) and the Volcae. The Volcae are descended from lemurs in a manner reminiscent of humans from apes. As such, they're gifted with +2 to Wisdom, -2 to Constitution, have lowlight vision, and live in the woods. They're also very much unhappy with the newcomers building towns on their lands, and make their displeasure known with regular raids on the border towns.
 

Well, let's see. My elves, dwarves, and halflings are all substantially different from the core versions. In addition to those, I have:

Con beo ("children of the bear"): A tribe of orcs that fought on the side of the gods in a great war, and were freed from the bloodlust and taint of their bloodline. Actually, now that I think about it, they're noble savages that are kind of similar to the Warcraft orcs.

Entropon: A humanoid that has survived a close brush with the power of the Devourer, the embodiment of chaos and entropy. They are forever warped, and their minds and bodies are endlessly mutable.

Kobold: Throughout human society, kobolds are the permanent underclass. In many states, they are formally enslaved, while in others they simply have all the worst jobs.

Myrmidus: A race of ant-like humanoids raised to sentience by demonic meddling, they act as the mortal servants of the infernal forces. They have hive minds, limited telepathy, and psionic talents. A few of them have broken free however, and act on their own accord.

Automaton: These steam-powered constructs are very rare, since they are created only by the greatest mechanical craftsman, and are each one-of-a-kind.

Neo-colobus Monkey: Also very rare, this small population of monkeys has been raised to sentience by a combination of breeding, drugs, and surgery.

Scrapling: Finally, another extremely rare race, scraplings are stitched together from dead body parts by mad scientists and reanimated.
 

The last setting I thought up used dromites (Expanded Psionics Handbook), amongst others, in a mostly human and dwarven setting.

Whether I return to that setting to actually run a game or not, I'm thinking of a different twist: still using humans and dwarves as the dominant races, but using as minority races only those which can pass for human in some way - planetouched (perhaps scaling back their visual differences), elans and maenads from the Expanded Psionics Handbook, the synads (from a Dragon article that "previewed" the Expanded Psionics Handbook by using its rules to present material not found in the book) - to add an element of uncertainty to the setting as to who the people you're dealing with really are. Sure, synads and maenads might not be a threat, but what if there are equivalents of Eberron's Inspired lurking in the shadows? How are some people going to trust tieflings when it's even harder to tell them from "normal folk"?
 
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