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  • File :1232721711.jpg-(303 KB, 400x743, eladrin1.jpg)
    303 KB Anonymous 01/23/09(Fri)09:41 No.3495494  
    ITT we refluff 4e races.

    Eladrin are alien beings that came from the Feywild in ancient times. They are practically exiles: Originarily fae, as they grew and evolved both as a race and as a civilization they became by their own choice less "fey-like" (bound by pacts and rules and alien logic, mere forces and personification of aspects of nature) and more "real" (with hopes, emotions and wishes of their own), because they wanted to.
    They wanted to be real and to rule and have power over the things of the world. They wanted, ironically, to be more human. Actors, and not scenery. Heroes, and not fairy tales.
    in short, they wanted to be a PC race.
    And therefore they had to GTFO the feywild or they would have imploded, since they no longer belonged to that place.
    They don't have a "society", per se, and appear to have no real rulership and only a very vague hierarchy (some wise men suspect Eladrin of having a hive-mind of sorts). However, they appear to mimic other races' uses and habits, albeit with a twist of their own. despite their long lives and skilled minds, they're still quite new to this, and still haven't found their own cultural identity, although they're trying hard.
    >> Anonymous 01/23/09(Fri)09:43 No.3495504
    Cool story bro
    >> Anonymous 01/23/09(Fri)09:45 No.3495512
    Can you refluff the Dragonborn? Y'know, make them less stupid.
    >> Anonymous 01/23/09(Fri)09:47 No.3495520
         File :1232722035.jpg-(40 KB, 640x480, lex-big-qualta.jpg)
    40 KB
    They're Luxons.
    >> Anonymous 01/23/09(Fri)09:49 No.3495535
    4E elves/eladrin are the best elves in the history of dnd.

    Only race that seriously need refluff are tieflings.
    >> Anonymous 01/23/09(Fri)09:50 No.3495541
    Dragonborn once had their own big-ass empire, now they're a dwindling race holding on to prophecies and looking for signs of Chosen Ones and other portents in the stars.
    They live mostly in rocky, mountainous regions, in the ancient cities built by their ancestors. Most of the buildings are empty and dusty, their population now but a fraction of what once was.

    When their old empire fell, the king's bloodline was split in three, and now each last descendant claims a "throne" that does not, in fact, exist anymore.

    Dragonborn who care about the future of their race are either Prophecists ("We must wait for the Chosen One to restore our race to greatness"), Royalists ("screw the prophecies, let's unite under a king) who are further split in their loyalty to one of the three kings, or Federates ("screw the kings, either they stop bickering and rule together or we should kick them out and get a government that works"). Royalists, who hold the most political power, usually tolerate Prophecists, but known Federates are kept an eye upon as dangerous rumormongers, saboteurs, betrayers and potential revolutionaries.

    Federates themselves can't agree with each other over what should be done once they get rid of the quarrelling despots ruling their splintered race. Some of them are still to traditionalist to think of anything else but a king (from another family they percieve as less corrupt and more capable, although no one agrees as to which one), others dare to hope for a form of republic, and still others close to the prophecists wish for a theocracy to pave the way for the Chosen One of their legends.
    >> Anonymous 01/23/09(Fri)10:11 No.3495633
    Dwarves are born when you pour a caste of ale into a vat of molten iron.
    >> Anonymous 01/23/09(Fri)10:17 No.3495673
    Tieflings were created when, in the past, five powerful kings made a deal with the demonic powers.

    They were to be granted immortality and phenomenal cosmic powers in a massive ritual that would reshape the world. The ritual hard-coded in reality demonology itself (defined as "the art of fucking shit up with demons and rituals with inverted pentacles and soul-selling and other bad things").

    With this art hard-coded in reality, inhabitants of the world have a quick and temptingly easy way to power, which provides the demon lords with an incredibly useful backdoor to the material plane.

    The ritual also hard-coded other things as a mere side-effect, like warlock infernal powers.

    The ritual, however, wasn't perfect. The way it is now, only spellcasters, lorematsters, and otherwise people well-learned and versed in lore can access this "backdoor", while, in the demon's plans, it should have been something open to everyone.
    >> Anonymous 01/23/09(Fri)10:18 No.3495677
    Imagine, throughout your lives, always having a voice in your head and a door closed inside of you. The voice promises everything. You get angry at your boss, the voice says that it can let you kill him and take his place. You want money, sex, power, success, the voice can give it to you. You want not to die, or an invincible army? Pronto. You just need to open the little door.

    Fortunately, demonology is much harder and, while still powerful, not as omnipotent. All this was thanks to a now-legendary group of heroes hailing from the five kings' countries. After discovering their nefarious plans, they proceeded to thwart them. In the end, they found out that the only way to completely defeat the ritual that would hardcode Demonology in the world was to draw that power in their own bodies and souls. And in their friends' and allies', too. And their families'. And in the bodies and souls of everyone from the five kingdoms.
    >> Anonymous 01/23/09(Fri)10:20 No.3495688
    Thus were Tieflings born. When the five kings completed the ritual and its power washed throughout the world, the heroes' counter-ritual interfered. Much in the same way Demonology should have worked, every inhabitant of the five kingdoms (it was more close-range, not worldwide) heard a voice that explianed them the choice: were they willing to accept that shard of demonic power in them, for the sake of the world?

    All those who accepted were transformed. To this day, most Tieflings are the fiercest enemies of the Infernal Powers, being literally the ones who are acting as a living seal against them since the day of the Ritual of the Five Kings. Some, however, resent their transformation and blame the ancestral heroes for this. There is nothing more terrifying than a Tiefling who has embraced demonology: filled with madness and power, they seek to slaughter their whole race, themselves for last, in order to free the demonic power within.

    Tieflings are a more-or-less fixed number throughout the world. Every Tiefling or Tiefling-human couple can only produce two tiefling childs (the first two born), except for some couples (considered incredibly blessed), who manage to produce three. Having children is considered a sacred duty for those Tieflings who still consider themselves as heirs of the ancestral heroes and their struggle to protect the world against the Infernal Powers, and often tieflings will take the path of adventure (or other risky endeavors) only after bearing or siring two children.
    >> Anonymous 01/23/09(Fri)10:27 No.3495723
    Fuck Year
    >> Anonymous 01/23/09(Fri)10:34 No.3495758

    Addendum: it is said that the third son of daughter of a tiefling is one of the ancestral heroes reborn, and that he or she is chosen for great things.
    >> Anonymous 01/23/09(Fri)10:34 No.3495759
    >> Anonymous 01/23/09(Fri)10:37 No.3495776

    Piss off with you forced meme.

    Good work OP. You stuck to the what was essentially the core mythos while expanding it in ways that are actually compelling and interesting.
    >> Anonymous 01/23/09(Fri)10:41 No.3495808

    It's what I always try to do.
    For some reason I don't like to completely throw stuff out of the window - I like to "play by the book" in a way, in order to be able to use most of the published material with as little conversion as possible, but also because it feels neater and cleaner to me. So, i refluff a lot.

    Unrelated question: are there suggested rules for firearms and black powder weapons for 4e?
    >> Anonymous 01/23/09(Fri)10:44 No.3495827
    >> Anonymous 01/23/09(Fri)10:45 No.3495836

    Because eldars and vulcans are a young races that want to be more humanlike, right
    >> Anonymous 01/23/09(Fri)10:46 No.3495842

    No official ones.

    The easiest thing to do would likely just re-fluff and re-balance a repeating crossbow as a semi-auto weapon, and create something that requires a minor, or if you want to be risky, a full standard action to reload.
    >> Anonymous 01/23/09(Fri)10:46 No.3495844
    >> Anonymous 01/23/09(Fri)10:46 No.3495845
    I didn't read this, you fail automatically for using 4e.
    >> Anonymous 01/23/09(Fri)10:49 No.3495868
    and no one cares about you trolling up this thread, so shut the fuck up
    >> Anonymous 01/23/09(Fri)10:49 No.3495870
    No Anon, it is you who is the failure.
    And then Anon was a /b/tard
    >> Anonymous 01/23/09(Fri)10:51 No.3495881

    delete everything
    >> Anonymous 01/23/09(Fri)10:53 No.3495908

    I was thinking more like primitive muzzle-loading weapons that can only be reloaded during the short rest, or out of combat (or, if IN combat, that takes so long as to be impratical), and balance it out with a high damage.

    Now that i think about it, i could probably use that "damage for improvised actions" table on the DMG to get a feel, and use it to write a powerful, expensive (comparatively to other non-magic weapons) gun that however will deal quite some damage if it connects.

    Is there any other race that /tg/ thinks needs refluffing?
    >> Anonymous 01/23/09(Fri)11:16 No.3496098
    Trying with Halflings.

    Halflings are nomads that live practically everywhere, some more civilized, some downright barbaric. They move about in clans and tribes, living by hunting, foraging, or raising cattle (sometimes stealing it), and some are even "river nomads" travelling on huge wooden barges in areas with many large rivers.
    They are often emplyed by others as scouts and explorers, but also as prospectors, messengers, translators, and some nations even employ halflings as wandering inspectors or magistrates in order to report crime and settle disputes in the small villages distant from the capital. In a way, Halflings are a race of freelancers, wandering from town to town and selling their skills to whoever pays them, in gold, food, goods or cattle.

    Careers are usually passed down from father and mother to their sons and daughters, leading to the formation of whole families that have been, for example, hunters or merchants or farm inspectors or tax collectors for generations.

    It is tradition among them that if a sufficently polite stranger (halfling or not) asks for hospitality and exchanges a gift, he becomes one of the clan for three days.
    >> Anonymous 01/23/09(Fri)11:17 No.3496101
    Very few halflings settle down while they are alive: most consider death the only "settling down" they can take and old halflings plan in advance their last voyage, often arranging for a tomb in their destination. Some halfling prefer large cities, especially if aesthetically pleasing and full of works of art (since they live in tents or small huts, they are easily impressed by statues, fountains and elegant buildings), others will want to be buried in forests, at crossroads, or on hilltops or other places with vistas, and still others to be buried where they were born, or in large family graveyards (which, due to their nomadic nature, might be very distant indeed, if their great-great-grandfather started the tradition by building this graveyard for himself and his descendants on the top of a hill 300 years ago and in those 300 years the tribe has wandered thousands of kilometers)
    >> Anonymous 01/23/09(Fri)12:22 No.3496547
    ...nothing else?

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