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What are your Core races?
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<blockquote data-quote="Blue" data-source="post: 8328914" data-attributes="member: 20564"><p>Every campaign I run is in a new homebrew world. In the current one there are no dwarves (genocided), drow are a manufactured race to replace them to mine the (literal) bones of the world, and halflings are also a manufactured race. Wood elves have wrangled vast reservations of land that others can not use from the Imperium. And there's a near-hostile empire of xenophobic blood-sacrifice forest gnomes who use all their wonderful community things to keep everyone else at bay. All of these fit the story.</p><p></p><p>So my answer to this is - what's the world/story I'm creating for the players to grow? What interests are there Session 0? Picking these in a vacuum does not fit my creative journey.</p><p></p><p>So let's try and example. I'll open my document of setting and campaign ideas and pick one.</p><p></p><p>Okay, here's one of my setting ideas - the material plane was filled with portals and rifts and it was used as part of a vast interdimensional battle (who is open - Blood War, Modrons vs. Slaad, celestials vs. fiends, whomever). In order to preserve the plane a great magic was done and sealed it off some time ago. No inter-dimensional hopping anymore. Some sort of ethereal shadow of the local to allow some spells and incorporeal beings to work, but otherwise nothing. Clerics and paladins get power through shared, institutionalized belief. Warlocks from pacts with beings stuck here.</p><p></p><p>So from a races perspective I'd love to focus on all of the extraplanar hybrids, and the story of this new home. I'd heavily push Genasi, Aasimar, Tiefling, but also Eladrin, Satyr and Firbolg stuck here when the Feywild cut off. Gith(yanki/zerai) could be in the mix. And I could easily have mortal shock troops from the war that are now stuck here and free - hobgoblins, tabaxi, minotaurs, leonin, dragonborn, half-orcs, or bugbears.</p><p></p><p>I could leave off the three demihumans. Heck, I can allow human as the original inhabitants but disallow the variant human, so most likely there will be no humans at all in the party and instead it's a group of outsiders who are descendants of real Outsiders, and they need to figure out how they and their people fit in. I'd use Tasha's ability to rearrange so there's no classes that get the short end of the stick, and I might open up some racial feats from races that aren't part of the setting to other races. Heck, from the description the only definite from the PHB races would be Tiefling, and possibly Dragonborn and Half-Orcs as shock troops.</p><p></p><p>But that's to fit the theme of the setting and the story to be told, it's not a judgement on the races themselves. A different setting could have a completely different set.</p></blockquote><p></p>
[QUOTE="Blue, post: 8328914, member: 20564"] Every campaign I run is in a new homebrew world. In the current one there are no dwarves (genocided), drow are a manufactured race to replace them to mine the (literal) bones of the world, and halflings are also a manufactured race. Wood elves have wrangled vast reservations of land that others can not use from the Imperium. And there's a near-hostile empire of xenophobic blood-sacrifice forest gnomes who use all their wonderful community things to keep everyone else at bay. All of these fit the story. So my answer to this is - what's the world/story I'm creating for the players to grow? What interests are there Session 0? Picking these in a vacuum does not fit my creative journey. So let's try and example. I'll open my document of setting and campaign ideas and pick one. Okay, here's one of my setting ideas - the material plane was filled with portals and rifts and it was used as part of a vast interdimensional battle (who is open - Blood War, Modrons vs. Slaad, celestials vs. fiends, whomever). In order to preserve the plane a great magic was done and sealed it off some time ago. No inter-dimensional hopping anymore. Some sort of ethereal shadow of the local to allow some spells and incorporeal beings to work, but otherwise nothing. Clerics and paladins get power through shared, institutionalized belief. Warlocks from pacts with beings stuck here. So from a races perspective I'd love to focus on all of the extraplanar hybrids, and the story of this new home. I'd heavily push Genasi, Aasimar, Tiefling, but also Eladrin, Satyr and Firbolg stuck here when the Feywild cut off. Gith(yanki/zerai) could be in the mix. And I could easily have mortal shock troops from the war that are now stuck here and free - hobgoblins, tabaxi, minotaurs, leonin, dragonborn, half-orcs, or bugbears. I could leave off the three demihumans. Heck, I can allow human as the original inhabitants but disallow the variant human, so most likely there will be no humans at all in the party and instead it's a group of outsiders who are descendants of real Outsiders, and they need to figure out how they and their people fit in. I'd use Tasha's ability to rearrange so there's no classes that get the short end of the stick, and I might open up some racial feats from races that aren't part of the setting to other races. Heck, from the description the only definite from the PHB races would be Tiefling, and possibly Dragonborn and Half-Orcs as shock troops. But that's to fit the theme of the setting and the story to be told, it's not a judgement on the races themselves. A different setting could have a completely different set. [/QUOTE]
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