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  • File : 1293689840.jpg-(85 KB, 768x1024, 1293517553326.jpg)
    85 KB Anonymous 12/30/10(Thu)01:17 No.13333975  
    /tg/ your designing a fantasy setting following the following laws:

    1. There can only be 6 sapient races.
    2. No sapient race can exsist for the purpose of being an antogonist/acceptable target.
    3. Magic does exsist and follows laws.
    4. There are no gods or other planes but that doesn't stop people from beleiving. Those who claim to weild divine power are use other forms magic.

    What 6 races do you choose and why?

    My answers:
    Humans: They are to relatable to ignore.
    Dwarfs: Fluffwise I would have them but a a divergent species of Human. Half-dwarfs don't count ageinst race limit and arn't the Darksun type, instead they are the fetish fuel dem tits an' thighs and dat ass type. I know totally dumb but whatever.
    Kobolds: They are just to great. Also need a small race and hate halflings.
    Ogre Magi: I like the concept of big, strong but also intellegent and magically powerful creatures. Fluffwise I would have them fewest in number but rulers of many a citystate populated mostly by other races.
    Koa-Toa: or however its spelt. Their civilizations would totally be in the shallow, warm inland seas that make up much of the world's water coverage, oceans are for newbs. Lakes and Inland seas everywhere.
    Kenku: Pic related, so awesome also I'm tired
    >> Anonymous 12/30/10(Thu)01:23 No.13334032
    Niggers, Sand Niggers, Gooks, Spics, Kikes, and Honkeys.
    >> Anonymous 12/30/10(Thu)01:25 No.13334052
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    >> Anonymous 12/30/10(Thu)01:27 No.13334072
    You only think that way because you're prejudiced.
    >> Anonymous 12/30/10(Thu)01:28 No.13334082

    Now my thread wil never recover : (
    >> Anonymous 12/30/10(Thu)01:31 No.13334122
    >> Anonymous 12/30/10(Thu)01:33 No.13334142

    Your list was just too awesome, people are just to scared to post theirs.
    >> Anonymous 12/30/10(Thu)01:33 No.13334149

    OP, please learn the difference between "to" and "too".
    >> Anonymous 12/30/10(Thu)01:34 No.13334157
    Aboleths, Beholders, Illithid, Neogi, Grell, and Tsolchar
    >> Anonymous 12/30/10(Thu)01:34 No.13334164
    I'm up for this, so here's mine. Also adding their lands.

    Humans, generic grasslands/wherever: of course.
    Dwarves, Swamp: Because it's a nice new angle. Think Theodore Roosevelt living in a bayou. Angrily.
    Lizardfolk, Desert: Noble-ish savages, and "survival guide" is a nice profession for making honest coin off of pinkskins.
    Kobolds, wherever: As OP stated.
    Clockforged/Constructs, Mountains: The "mysterious mage" race of choice, good for plot intrigue.

    Can't think of a good fifth.
    >> Anonymous 12/30/10(Thu)01:37 No.13334189
    Fucking Neogi, they invoke in me the same feeling of disgust spiders do. Just the sight of them makes me want to squish them.
    >> Anonymous 12/30/10(Thu)01:38 No.13334210
    >> Anonymous 12/30/10(Thu)01:39 No.13334214
    My 6 races:

    Elves (one, and only one type... true 'wood elf' style)

    Humans are there to be very steam-punk with a very serious take on things. No magic competency at all, but lots of engineers and big steam powered, clockwork walkers, and artillery, etc.

    Gnomes combine Magic with Tech to make Magitech equipment and inventions. Stuff is crazy as fuck, and often backfires on them. But can be powerful and generate huge magic effects (i.e. "caster-gun" style crap, from outlaw star).

    Naga are the full magic inclined race. Led primarily by shamans and powerful sorcerers (and sorceresses), and immensely potent in the magic arts. Subteranean dwellers, and at constant war with the Elves. Very xenophobic, and wary of every other race (for good reasons).

    >> Anonymous 12/30/10(Thu)01:39 No.13334216
    Manta Ray-descendants (bipedal, or perhaps magically hover?)
    >> Anonymous 12/30/10(Thu)01:40 No.13334222
    cont. from >>13334214

    Elves are forest dwellers and focus on magic, stealth, and hunting/trapping. Amazing archers, trackers, and rangers. Limited tech (bows, crossbows, etc), focusing more on Magic. Hate the Naga over a blood feud lasting thousands of years. Hates anyone who invade or try to harvest their forests.

    Orcs fulfill the 'brute' race, and are big, tough, and extremely aggressive. They generally don't get along with anyone, and are powerful warriors. Moderate in both tech and magic, focusing more on raw strength and weaponry. They respect strength first, bravery second, and killing big monsters most.

    Goblins are the counter to Gnomes. Aggressive, conniving, and sneaky, they are generally distrusted and disliked by most of the other races. They tend to focus more on haphazard tech rather than magic. Very fond of extremely big explosive weapons, and wrecking havoc when and where possible. Build things like bombs, chainsaws, rockets that shoot chainsaws and bombs.

    'Classic Antagonist Pairings' are:
    Elves vs Naga
    Gnomes vs Goblins
    Orcs vs Everyone
    Humans caught in the middle of it all.

    Dwarves would be a 7th (but only 6 were allowed), and would focus on steam tech and build colossal mining communities and fortresses (and constantly get into trouble against ancient sleeping evils). Would hate Orcs, Naga, Elves, and Goblins equally, and distrust Gnomes and Humans.
    >> Anonymous 12/30/10(Thu)01:41 No.13334230
    Okay, here's how it would go.

    Humans - Natch.
    Lizardfolk - subraces of Kobolds (small) and Thunder lizards (large)
    Mountain-men - base would be Goliaths, Dwarves small, Giants large. Dwarves hate giants because of small-man syndrome and being bullied.
    Goblinoids - Hobgoblins, bump bugbears to large, goblins stay small. Players begin to notice theme of smaller races being cunning, larger races being huge and arrogant.
    Fey - Elves, Gnomes (small), ____taurs fit into this category because elves are actually the ones that can cross-breed anything.
    Genies - Djinn, Large and in-charge Efreeti, and little Janni (also known as Mephits based on the elemental magic they wield). May or may not be a player race.

    If a player wants to make a halfling (small human) or ogre (large human) then I'm okay with this IF they've got a damn good character concept. REFUSE to do it just for 'bonus to str' or 'size modifier to hide/ move silently'.

    Puttin' it out there...
    >> Anonymous 12/30/10(Thu)01:41 No.13334232
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    >Theodore Roosevelt living in a bayou. Angrily.

    You, good sir. Deserve a metal.
    >> Anonymous 12/30/10(Thu)01:44 No.13334261
    Grand spirits are the first race of the world. Shaping and creating the world, the minor spirits serve the greater ones as knights would serve a king. They are the only true wielders of magic.

    Elves, second race of the world. Artistically gifted and immortal, they are the tallest, lithest, greatest warriors ever.

    Dwarves, sturdy stubborn and short mountainfolk, third to the world and the first mortal race.

    High Humans, blessed by the spirits, are extremely long lived, strong, tall, and almost elf-like in physical ability. However, they have a naturally human temperment full of ambition and greed.

    Low Humans are standard folk.

    Finally, Orcs, coming in all shapes and sizes, resembling twisted and crooked humans with all of the features of the least lovely Mongol types, a species believed to be directly resultant of elves in ages past being mutilated and mutated by powerful evil spirits.

    >> Anonymous 12/30/10(Thu)01:46 No.13334277
    Dragons; Gods
    Kobolds; Humans
    Dwarves; Orcs/Dwarves. Kind of on-off relationship
    Lizardmen; Human Savages/Elves
    Illithid; Drow
    Aboleth; Other Drow

    >> Anonymous 12/30/10(Thu)01:49 No.13334302
    Humans as the all-around dudes
    Elves as the magic dudes
    Gnomes as smart-but-otherwise-all-around dudes
    Dwarves as military dudes
    Halfings as rogue dudes
    Orcs as brute strength dudes
    Shit works, man, why mess with it

    If I had to be creative
    Humans because why not
    Minotaurs because fuck yeah minotaurs
    Dwarves because they don't get enough love (the stipulation to these dwarves is that you can't play them like alcoholics and/or Scotsmen)
    Aasimars and Tieflings (not for one to antagonize the other, though there might be some bias by one against the other)
    And gnomes because fuck yeah gnomes
    >> Anonymous 12/30/10(Thu)01:55 No.13334355
    >Elves, second race of the world. Artistically gifted and immortal, they are the tallest, lithest, greatest warriors ever.

    >> Anonymous 12/30/10(Thu)01:56 No.13334369
    Tolkien's estate called, it's for you.
    >> Anonymous 12/30/10(Thu)01:56 No.13334370
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    Humans: Because humans rule.

    Dwarves: Rigid caste system, honor obsessed nobility which tramples on the lower class.

    Elves: Otherworldly beings who use "lesser races" as pawns to settle disputes. Kingdoms are set against each other in elaborate games to avoid the taboo of spilling precious elven blood.

    Orcs: Aztecs. Yeah, you just shit your pants from the awesome didn't you?

    Goblins: Because we need a small race, and fuck gnomes and halflings. Utterly obsessed with innovation, progress, and trade. Think less warcraft goblins, more Ferengi. Led by a "Prophet of Profit."

    Warforged: Nobody knows where they came from, and they either don't know or aren't talking.
    >> Anonymous 12/30/10(Thu)01:59 No.13334405
    >> Anonymous 12/30/10(Thu)02:01 No.13334429

    To elaborate on my own ideas, because I might want to use this myself, now that I think about it.

    Size denotes a +/- ToHit, Large gives +2 CON and STR, Small gives +2 DEX.

    Humans get Skill Focus in one skill for free.
    Lizards gain +1 Nat. Armour
    Mountain men gain bonuses on climb and minor resistances (say, rolls of 1 on any damage dice are ignored)
    Goblinoids gain stealth and deceive bonuses
    Elves get nature-y bonuses, which may depend on subrace. Easy ones would be a sort of 'wild empathy'.
    Genies are the obvious arcane masters, let's say over-specializing in a school of magic gives huge penalties and bonuses. Maybe something like 'Fire' subtype?

    I think Illusion and Divination magics have always been the most powerful, though. Gotta fit that in somehow...
    >> Shas'o R'myr !!J5+vjygjQuK 12/30/10(Thu)02:05 No.13334460
    Mind Flayers

    Hmm...this sounds familiar.

    >Wayednee grapes
    >> Anonymous 12/30/10(Thu)02:07 No.13334476
    He literally just posted Lord of the Rings.

    You seriously that retarded?
    >> Anonymous 12/30/10(Thu)02:11 No.13334507
    Dragons -- Gods. Not for real, but damn near. Magical power is directly related to how long you've had to practice and the skill and knowledge you've accumulated- Natural talent can count for a lot, but flying, pain-breathing monstrosities armored like MBTs that live a thousand years are going to have an insurmountable edge. They would qualify as acceptable targets, except that they aren't all 'evil'. Best description would be that they see the world as a game of Black & White.

    Elves. All noble-families are planetouched types. Have at least some elemental in them. The more elemental features, the less 'common'. Lord X might have fire-hair, orange eyes, and a startling terror of water. Roman-Empire style civilization, steal a bit from Codex Alera, perhaps.

    Humans. Nomads. Horse lords of the steppes. Barbarians. They worship their twin gods of fire and wind. They breed amazing horses (Speed brings them closer to their wind god), and are proud nomad-types. Fairly violent, as the heat of battle brings them closer to their fire-god. Mongol-ish.
    >> Anonymous 12/30/10(Thu)02:11 No.13334509
    Lizardmen. Dragonborn. Whatever. The northern forests are a cold and inhospitable land. Lizardmen, instead of being cold-blooded, are reputed to be descendants of dragons. They are hot to the touch, melt snow around them, a little large than humans, stronger, naturally armored. A dash of visigoths, celts, and scots, and maybe a hint of native americans, just for good measure. Supremely honorable, though their honor is somewhat incomprehensible to others. Most commonly encountered as either raiders or traders. Raiding for pride, glory, food, or slaves, and trading along the northern coasts; they sail the seas of moving ice, and are found to be much more peaceable when in 'trade' mode. (And less incomprehensible.) Their service as mercenaries is always one of their unspoken trades available.

    Kenku. Fleeing the eradication of their Egypt-like homeland, they are vagabonds, gypsies, and so on. They are, however, extremely adaptable to the cultures of others, and small groups have been found living with all other races. A bit fragile, and maybe a hair weaker than others, (hollow bones), but surprisingly competent at making up the difference.

    Dwarves. Not necessarily master-craftsmen, but they only allow their masterpieces to be traded away. (Note, I'm getting a soviet russia feel as I imagine them.) Tend to build underwater cities and fortresses, with floating island-docks. Naval power, routinely come into conflict with elves and lizardmen. Very Xenophobic, don't tend to allow people to visit or leave, (though if they do, they are given carefully guided tours to reassure them of the superiority of dwarven civilization.)
    >> Anonymous 12/30/10(Thu)02:12 No.13334519

    Having them as Aztecs makes a lot more sense than having them arbitrarily pour out of the mountains for shits and giggles. Glad you like it.

    My goblins use these stats-

    +2 Dex, +2 Int, -2 Str, -2 Wis: Goblins are agile and sharp, but their small size leaves them less physically imposing that the taller races and they are ambitious to the point of recklessness. (3.X)

    +2 Dex, +2 Int OR Cha (4th)
    >> Lisse 12/30/10(Thu)02:25 No.13334631
    This is created with 3.5 in mind, although it obviously requires a lot more work before it's a playable setting, so whatevs. It's something I've been playing around with, but I don't think I'll ever use it. And so, /tg/, I present to you my abortion of a campaign setting.

    1)Typical humans, varying in skin tone, culture, strength and intelligence almost as much as in IRL. However, rated as being stronger and wiser than they are in vanilla DnD. Also a bit more of a proud-warrior race. This one was difficult, because despite my objective to make all original races, I was unable exclude humans. Partly because I know some players would refuse to play the other races, but also because HUMANITY FUCK YEAH
    Favoured class: Fighter (*GaspShockAndAwe*)
    >> Lisse 12/30/10(Thu)02:26 No.13334636
    ---The Kori. In general, yellowish skin with long ball-tipped ears, and strong senses of smell. Their noses are split like a leaf-nosed bat. A caste type race consisting of:
    2) Kori-Rok, the strong working class, intellectually inferior and sometimes rebelious. Very large, varying between flabby or muscular. Functionally ogres or half-ogres. Tend to be creative-minded. Tend to be superstitious, but often need to practice religion or cults in secret.
    Favoured class: Fighter or Cleric
    3) Kori-Din, the clerical caste (Not the priest kind of cleric), doing all book work. Often working as accountants, secretaries, assistants, and managers. Sometimes an ambitious Kori-din may start his own business, tavern, potion store, etc;. A bit shorter than humans, but still med-sized creatures. functionally elves, but less magical and more mathematical. So far, not really playable, perhaps needs some further brainstorming/tweaking.
    Favoured class: Special Monk-Detective custom class.
    4) Kori-Hi, ruling class in Kori society. Tend to take administrative role in businesses. Kori-Hi nobles tend to have Kori-Din as personal assistants. In terms of logic and art, they are strong but not as strong as the other two castes. Tend to make better spell casters, and rogue or monk type characters. Functionally human with some elf traits. Taller than humans are in this setting. Probably Mary-Sue bait.
    Favoured class: Sorcerer or Bard
    >> Lisse 12/30/10(Thu)02:27 No.13334650
    ---Plantkin, because I never thought of a better name.
    5) They are not "plant-people", and their anatomy is not totally alien compared to other races. Their flesh is "meat", but is also vaguely translucent and shares some characteristics with plant matter, especially in the skin. Plantkin rarely eat, and when they do they prefer sugar rich mush-fruit. Normally they derive energy from the sun, through photo-synthesis. Plantkin are small (functionally halfings). When going where there is no sun, they require food and lots of water, and also tend to develop diseases due to prolonged absense of sun. They secrete a natural posion, which acts as a natural defense mechanism, but can also be collected from wounds or by scraping the neck. Plantkin are only somewhat affected by this poison in extremely high doses. They can also glow in the dark by expending some energy. Faces are very human like. Skin tones tend to vary from green to blue, alway light coloured except in sickness.
    Favoured class: Druid or Rogue

    I never really thought of a sixth one, but I could definitely use a few more playable (ha ha) races.
    >> Anonymous 12/30/10(Thu)02:28 No.13334663
    Pretty contemporary stuff

    Humans: Because as a human it's weird to imagine a world where we don't exist. Depicted from a perspective to make them morally amorphous as a group, and widely varied as individuals. They still have much about the world they live in to discover.

    Dwarves: Haughty to the point of isolating themselves below ground. Tribal nature, fairly primitive, still highly ritualistic. Have made contact with humans.

    Goblins: One of two greenskin races. Goblins inhabit mountain ranges on a continent separated from the humans home land, and are undiscovered by humans. Dwarves are convinced they drove them to extinction years ago. Goblins are mechanically minded, industrious when properly motivated, and schemers. Most advanced race technologically.

    Orcs: Orcs have been a favorite of mine since I was a kid. Rather than being the brutes commonly depicted, in this world they are a formerly nomadic people who settled into an empire. Revere discipline and strength. Talented craftsmen. They live on a continent far away from other species, but maintain a powerful military.

    Trolls: Forest dwelling nomadic people who live on the outskirts of Orc settlements. They respect orcs because of their physical strength and martial prowess. They are mostly barbaric, and many make their way to human lands where they work as highwaymen and raiders. The species is having somewhat of a renaissance, and has recently begun working on diplomacy and trading. Largest and physically strongest race, incapable of "higher thinking" but not cunning.

    I haven't decided on a sixth race.
    >> Anonymous 12/30/10(Thu)02:37 No.13334762
    The Ancients (I have another name for them, but for the sake of "original character, do not steal!" we'll just go with generic, nondescriptive shit.) - A dead race which has left behind ruins and culture across the entire globe.
    Humans - The youngest race. Adaptive and ever expanding. They have adopted the religion and history of The Ancients, thinking themselves to be their distant heirs. Humans and eclectic in culture and sophistication.
    Elves - Reclusive and xenophobic. The elves have been preparing for a war that has not come for the past several thousand years. They are the small, feisty, cannibalistic wood elf flavor.
    Centaur - Nomadic shaman and mystics. Centaur live in the deserts and coastal scrub lands following game trails and seeking enlightenment. They are the only race who have mastered magical prophesy. The "noble savages."
    Dragons - Extremely scarce in numbers and indescribably powerful. Most think they are extinct since in the last several thousand years they have retreated into the most inhospitable regions of the globe to find peace and seclusion.

    It is only five races, but fuck it. Those are the races present in the god damned story I have been trying to write FOREVER.
    >> Zach !!m1zNwNhpIw+ 12/30/10(Thu)02:42 No.13334826
    1.) Humans. Living off of stone-walled aquaponics and giant potatos, the three "Pond Lands" are democratic and just starting to use bronze. They're fond of nature like Theodore Roosevelt and just as aggressive, too, judging from the constant ass-kickings they give each other.

    2.) Dwarves. Descended from a proto-neandertal, their mostly carnivorous diet has led them into goatherding, forming a loose empire atop a mountain range humanity drove them onto way back when. Their empire is a strict dynastic autocracy, demanding tribute from the various hunter-gatherer tribes scattered all over the mountains. They make use of nevermelting ice in place of metal and march into battle bearing short spears and slings, their oval shields bearing foot-stabbing spikes. Currently, the "Meander-haul Empire" is taking steps to unify the scattered tribes under the singular Dwarven faith, a peculiar thing best compared to our Taoism being combined with the concept of karma.

    3.) Big Crows. These corvids are slightly larger than their ancestors but have the wittiness of Humans. Their nimble beaks and feet let them produce all kinds of tools. A confederacy of chiefdoms has recently formed and is in talks with the three "Pond Lands".
    >> Anonymous 12/30/10(Thu)02:43 No.13334834

    Welcome to the wooorld..... of WARCRAFT
    >> Anonymous 12/30/10(Thu)02:44 No.13334847





    >> Anonymous 12/30/10(Thu)02:45 No.13334856

    Yeah, I'm aware of the similarities. I didn't articulate some of the stuff very well, and there are some meaningful differences in my brain at least. And it's a fairly new thing I'm working on. Not that you actually care.
    >> Anonymous 12/30/10(Thu)02:47 No.13334872
    ITT: Elves, dwarves, Orcs and every other played-out fantasy cliche.

    For fuck's sake, show some originality. Don't just endlessly rip off Tolkien like every other fantasy writer of the last 70 years.
    >> Anonymous 12/30/10(Thu)02:48 No.13334881
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    A little late but.....Aztec orcs?

    MY. GOD.
    >> Anonymous 12/30/10(Thu)02:52 No.13334919
    Six races for the six different faces of the Six. The Six is a single God who embodies all of the following: Peace, war, chaos, law, life, and death. He is all six and all six are one. And no he doesn't really exist but the magic of the six races must follow the laws of their given domain.
    Race of Peace- ogres. Not in the way we typically think of ogres, they are a simple minded people who enjoy nothing more than praying, meditation, and peaceful philosophical discussion. Although very physically strong they rarely use their strength to harm others and killing as an act of anger or murder is the greatest sin one of their kind can commit. Their magic is one that calms the mind and can protect yourself or others from harm.
    Race of War- Elves. The elves are the longest lived race, it is said that elves are immortal and can never die except in battle. Disease cannot touch this race but most of their kind die before they reach the age of thirty in battle. The oldest of the Elven warlords are believed to be several centuries old and are truly terrible to fight on the battlefield, especially if they can use magic. They are the most divided race consisting of several hundred warlords constantly fighting for dominance. Although they may raid the more civilized world they pose no actual threat and despite their warlike tendencies they are masters of poetry, art, and drama many of which have become highly prized by the other races. Their magic is the magic of war, flashy bolts of lightning, fireballs, all fall under the domain of the elves.
    More to come.
    >> Anonymous 12/30/10(Thu)02:53 No.13334931
    Go on then think up some original stuff.
    >> Anonymous 12/30/10(Thu)02:54 No.13334942
    Humans - they live in the jungles, and roam the plains. Spear in hand and bones for armor.

    Imps - smallish, leathery winged fae that can only fly short distances due to the effort it takes. They make their homes in the northern forest trees, and are the most magically active of the races.

    Dwarves - Norse style cave dwelling artificers with a bit of an antisocial tendency

    Kurehsk - Big, greyish, four-armed creatures with powerful frames and a love for nothing more than a hard days work. They work very nature friendly magics.

    Ixitlix - sentient insects the size of men (quadrupedal with two arm-like apendages) that mostly live in the ruined parts of the world.

    6th race is replaced by: The world is post apocalyptic.
    >> Anonymous 12/30/10(Thu)02:56 No.13334957

    Humanless world is best world
    >> Anonymous 12/30/10(Thu)02:56 No.13334959

    Daemonkin, Oni Spawn, or the Taken, these bestial creatures are frightening, powerful and reclusive. Long ago, before civilization was but an idea in the minds of men, the Oni, fierce daemons, giants and devils, came to this world. Fought back by the guardians, they descened into the depths. But they took some with them.

    Some say it was humans, others Orcs. All that is known is that some came back, ans settled far to the south.

    Tall, monstrous and strong, these fearsome warriors raid and pillage with a bestial lust for carnage & destruction. Yet more frightful are the ones who were touched by the Oni in other ways. Sowing discord amongst the other races, these shapeshifters wreck havoc from the inside out.

    Hanji-Khull are seperated into 2 subsets
    +4 Str, +2 Con, -2 Wis - 4 Cha
    Strong and hardy, the Nukthul are brash and unpleasant company.

    -2 Str -2 Con +6 Cha

    Dangerously charming, Seldians are feeble bodied with tongues dripping honey.
    >> Zach !!m1zNwNhpIw+ 12/30/10(Thu)02:58 No.13334990
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    4.) Boletim. These fungus people live deep underground, coming to the surface sometimes to trade with the surface races. When they're not topside, they're deep in their lichenous biome below, mining for mummified thunder lizards that fell down during earthquakes millions of years ago. The preserved corpses contain all sorts of valuable things: fertilizer, medicine, armour, the Boletim make use of every single bit. They've heard stories about huge shaggy mammoths topside and blubbery whales in the waters; they just created a huge dome of stone and bone the surface, right by the sea. From there, the various Boletim corporations can begin their harvests.

    5.) Bears. A particularly large species has developed in the tropics, with long tongues and opposable thumbs. They feed primarily on termites and have began watching over the termite mounds, forming very basic societies based upon size and strength. They study the stars and weather, and their forming intellects are starting to figure out the fundamentals of flintknapping. They're on their way towards civilization, their language lacking only syntax.

    6.) Krakenfolk. They're four feet long at most, cephalopods that live around cold seeps. The seeps are commonly surrounded by whale falls supplemented by fallen trees dragged down from the surface and kept in place with dead seaweed. Here the Krakenfolk build their cities, using electrical organs and basic magic to craft metal where there's no smokers to build a forge upon. Their buildings resemble stalagmites defended by a variety of oozes and attack flounders. Krakenfolk live in strict technomeritocracies, warily trading with any Human settlements along the coast.
    >> Anonymous 12/30/10(Thu)02:59 No.13335004
    Also lizardmen, troglodytes, sahaguin, Locathah and.. GIBBERLING.
    >> Anonymous 12/30/10(Thu)03:00 No.13335013

    The first of the sentient races, an old people of strength and cunning.

    Where they go, the wild is tamed, by virtue of force, or skill of mind.

    Slow and intelligent, they are never in a hurry to get anywhere, but when their mind is set, none shall stand in their way.

    Cities of stone, steel and glass. Massive ships of sturdy timber.

    The empires of the Orcs are a beacon of progress.
    +2 Str, +2 Int, -2 Dex
    >> Anonymous 12/30/10(Thu)03:01 No.13335021
    Kobolds - The 2nd Edition dog-men kobolds, not those fucking baby lizards. They're a desert race of merchants and mages.

    Gnolls - Straight up.

    Trolls - Somewhere between WoW and WHFRP trolls. Figure that one out. Swamp-dwellers.

    Dwarves - With three subraces/classes; Chrome Dwarves who are basically badass biker dwarves with guns, Red Dwarves who are mountainy druid dwarves, and Black Dwarves who are mutant, evil warlocky dwarves.

    Undead - In sort of a Beetlejuice-type capital city.

    Owlbears - Fuck yeah.
    >> Anonymous 12/30/10(Thu)03:04 No.13335045
    >Trolls - Somewhere between WoW and WHFRP trolls. Figure that one out. Swamp-dwellers.

    Voodoo swamp-dwelling war mongers who eat anything they can fit in their mouths?
    >> Anonymous 12/30/10(Thu)03:07 No.13335080

    The young children of earth and stone, the savage Dwarves are short and sturdy yet endowed with a ferocious strength and speed.

    Their tribes have discovered iron but a few decades earlier, but retain their armor of troll-hide.

    Warlike, uncivilized and brutal, woe to those lacking the courage and skill to meet a dwarf in battle.

    +2 Str, +2 Dex, +2 Con, -2 Int -2 Cha
    >> Anonymous 12/30/10(Thu)03:11 No.13335113

    Xenophobic, arrogant folks, the elves stay in their forests, killing all that wander near their lairs.

    In petty kingdoms at the mercy of nature, assassinations, blood feuds and petty politics keep the Elves with their daggers pointed at each other.

    Yet every once in a while, a stern king unites them, and they wage war on the Orcs & Humans, often stumbling into the Dwarves, who beat the elves back with sheer ferocity.

    +2 Dex, +2 Wis
    >> Anonymous 12/30/10(Thu)03:11 No.13335120

    >Somewhere between WoW and WHFRP trolls. Figure that one out. Swamp-dwellers.

    Half way between tall, toned, tusked, blue redheaded chicks and ugly blue river monsters?

    chubby but only a little, tusked, blue redheaded 6.7/10 looking chicks?
    >> Anonymous 12/30/10(Thu)03:13 No.13335134
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    I was going to troll more but...
    >> Anonymous 12/30/10(Thu)03:14 No.13335148

    Secretive, thoughtful and nimble, the gnomes are said to dwell in the high mountains above the dwarves, on the islands next to the Hanji-Khull, in ancient forests devoid of elves.

    Little is known of the gnomish people, save of the tales of the wizards who roam around the Orcish lands. It is thought that these are those banished from Gnomish lands, or spies.

    +2 Int +2 Wis +2 Dex -2 Str - Cha
    >> Anonymous 12/30/10(Thu)03:17 No.13335168
    Only five because I'm a rebel


    Humans - Most numerous, divided. Some worship Gods.

    Trolls - Humans mutated by mad archmage, three types. Firstborn: super strength, super regen (even fire and acid ), powerful magic, huge.
    Secondborn: Made from flesh that was removed from Firstborn (e.g. severed arm of Firstborn can grow into a Secondborn) strong, regen (can't heal fire or acid), large, dumber than Firstborn.
    Thirdborn: Made from flesh of Secondborn. Strong, weak regen (can regrow limbs over months), only trolls with gender, can breed with humans, very dumb.

    Goblins - Use Necromancy (not automatically evil) and Rune Magic to have factories that make higher quality goods, but more expensive. Been enslaved and recently escaped.

    Dwarves - Isolationist, xenophobic perfectionists. Best craftsmen in existence, but often takes years for simplest thing. Fortresses hidden by Rune Magic.

    Elves - Unpredictable and ancient. Lords of all fey creatures and use High Magic (modded Truenaming)
    >> Anonymous 12/30/10(Thu)03:18 No.13335175

    Pirates, raiders and mercenaries, humans are diverse and interesting beings.

    They dwell in the north, amid the wastelands and near the sea, where some are recruited by orcish generals to stem the tide of Elven invasions, or claim the mountains from the dwarves

    their own culture is centered on martial pride, but they are very much a trading people

    +2 to any ability score
    >> OP 12/30/10(Thu)03:18 No.13335176
    This has been some good stuff so far except the blantant LotR rip off.

    I praticularly like the Kori (I don't think they are mary sue bait) and the egyptian refugee kenku.
    >> Anonymous 12/30/10(Thu)03:20 No.13335192
    Race of Chaos- Humans. Although every race has their own place in the world none are as chaotic and unpredictable as humans. Humans possess in them the capability of committing the most heinous acts of war, and violence and he greatest acts of compassion and kindness. Humans are among the shortest lived of the races but their lives are filled with chaos, freedom, and in general they are highly spontaneous. There are several human kingdoms throughout the world but they are short lived and prone to conflict and crisis. Human magic is that of chaos, their magic is wild, unpredictable and highly dangerous but very powerful and the only limits are the human’s imagination.
    Stupid field too long.
    >> Anonymous 12/30/10(Thu)03:21 No.13335198
    Race of Law- The goblins are a race of tiny green creatures who are fanatically devoted to their face of the God. Living in sprawling shining silver cities they believe in the law of man and the laws of their gods. Goblins live short lives but reproduce rapidly living their lives in complete servitude to their compassionate and loving God. They believe in Eversor the God of Purity and Spirits. To fuel their economy and to power their weapons they bind willing spirits to everything from farming equipment to weapons. The population of the goblins increases exponentially and in times of peace the only way they can manage to feed everybody is by relying heavily on the spirits to help grow their food, for this the goblins are eternally grateful to Eversor. The goblins are reminiscent of South East Asia, keeping tiny houses for spirits to live inside and in which the people place food and other offerings, having large golden effigies of their gods for which they burn incense, their cities and temples have a style reminiscent of Thai temples with layered spires and decorated curving corners. Their magic is a very limited one that has been passed down since time began. It is powerful in its own way but is limited because nothing new can be made with it. It is used to make deals magically binding, to bind dangerous creatures and people, and to control both spirits and people.
    >> Anonymous 12/30/10(Thu)03:24 No.13335233
    "Humans," your basic race: Every race needs a point of comparison
    "Burus," long limbed, slender and possessing and aerodynamic form, Burus are a subterranean race that "swim" through loose soil and earth: Sky-dwelers and Ocean-dwelers are a bit overdone in my opinion so I'm trying something new.
    "Greys," hairless humanoids with large eyes and vestigial feathers around their eyebrows, hands, and feet. Sharp senses, but it's as much of a hinderance as it is a boon: Kind of sounds cool to me
    "Wanderers," tall, buff humanoids with odd hair and eye colors. Fled from their island-continent a few generations ago after a civil war turned into a wasteland. Surviving the ordeal has left them pragmatic to a fault: a subversion of the "honor before reason" races in normal RPGs
    "Jids," their deep red skin and resistance to heat has earned them a demonic reputation, but the only inclination this short-statured race has is to industry. Jids have a keen mind for enterprise and business and aren't too shabby on the supply side of the equation either (and with their resistance to heat they can become talented metalsmiths): Every game needs a race of master crafters, and I'm trying to steer clear of already used races with the exception of humans.
    "Quals" are mountain people that stand on average just below a human's shoulders. Stocky yet lithe, Quals claim the higher regions of the world for their own and build monasteries at their peaks. The most magically inclined of the races, Quals would rather contemplate in their temples than apply their talents on the surface: A monk/wizard race just sounds interesting to me. Their contemplative nature also explains why they don't already own everything, what with their natural affinity towards manipulating the fabric of the universe itself.
    >> Anonymous 12/30/10(Thu)03:29 No.13335278
    Five races,

    three of which must consume one another in a cycle of life, like a plant people, who must consume the water people who must conse the flame elementals that must scortch the plant people. Harmonious in there understanding in the cycle of life, fighting one another in a even world wide front.
    Enter humans and (orcs? Traditional villain here).
    Orcs exist to harm the elemental race for it's own benifits, machines and magicks of war and power. Humans try to interviene(humanity fuck yeah) but must either harvest elementals too or slaughter orcs for there equipment. Think nomadic human Druids and organized orcish military.
    If any of these get out of the balance world is doomed.
    >> Anonymous 12/30/10(Thu)03:29 No.13335283
    Race of Life- Merpeople. The race of life does not live on land but instead deep beneath the ocean among the myriad forms of life that exists within it. They are a race that prizes life in all of its forms above anything else. Although they are not vegetarians they accept that there is a natural cycle and balance to life that must be maintained and see death as a natural part of this cycle. They are also very fond of their stories and legends collecting them from every other race and storing them within their underwater halls. Life beneath the ocean has made them estranged from the other races who live above the ocean and they cannot breathe air as other can straining their relationships with the other races. There has never been war between them and most people of the other races have never seen them or believe that they even exist. Their magic allows them to enhance life, they can make creatures stronger, and cause plants to grow at an exponential rate, and heal wounds that otherwise would kill. It is whispered that they can bring people back from the dead but as this is against their core beliefs nothing of the sort has been attempted.
    >> Anonymous 12/30/10(Thu)03:33 No.13335326
    Fuck yes. This is giving me an erection. Tell me about the death race now.
    >> Anonymous 12/30/10(Thu)03:33 No.13335327
    Can we get this shit archived?
    >> Anonymous 12/30/10(Thu)03:38 No.13335379
    Halflings are the smallest of the races, and the most devious. The upper class lives on the lower class like a parasite, sucking the life out of them while fueling themselves. They are a culture of two extremes with the powerful aristocracy living in the lap of luxury and the common man being lucky to even see gold in his life. The nobles rule through fear, oppression, and through the powers the Halflings acquire through the domination of powerful beings beyond the veil of reality. The exact nature of the creatures that the Halflings imprison and subjugate is unknown, some goblins say it might be spirits, other say they are demons or horrors from beyond the stars, whatever the case may be the creatures are horribly deformed and go through much suffering before giving the Halflings their power. Halflings are small, and with very symmetrical features, but they tend to have aquiline features especially the nobility. The aristocracy is full of deceit and trickery, assassins are common with everybody trying to secure a higher standing for themselves in the Halfling senate. Although the senate at one point represented the people but those days are long gone and now all they serve are themselves. Slavery is common in Halfling cities with many slaves from all the other races used for various tasks; a coliseum is also in the main Halfling city where other slaves are forced to fight to the death. The Halfling cities are sprawling places of crime and poverty, hushed whispers, and the sounds of music and raucous laughter. The goblin’s region rains most days of the year and lightning storms are common. The degradation of Halfling culture many attribute to the strange creatures that the aristocracy has imprisoned, some say in hushed voices that this is their revenge. More on their priesthood to come.
    >> Anonymous 12/30/10(Thu)03:42 No.13335423
    Seperate from the very wealth and very poor halflings are the priesthood of death. Anybody with the power to wield death's magic is recruited into the priesthood and spend all of their lives as part of it. Their magic gives them control over death but only the most powerful can outright kill somebody. They have power over age although they can only accelerate the process, disease, rot, and the other ways in which death claims people. The priesthood's main belief is that death is a natural process and they hunt down those who would try to avoid or trick death. They find the creatures the other halflings deal with especially annoying and many whisper that they are trying to find ways to kill the other beings.
    >> Anonymous 12/30/10(Thu)03:49 No.13335508
    >Norse style cave dwelling

    >Norse style
    >cave dwelling
    Pick one. The Norse did not, ever, dwell in caves. Ever. The Hidden People lived in caves, and You Did Not Fuck With The Hidden People.
    >> Anonymous 12/30/10(Thu)03:52 No.13335548
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    You've got a fantasy setting that completely rules out gods and divine powers? What?
    >> Anonymous 12/30/10(Thu)03:55 No.13335573
    How the fuck does one archive something at suptg? i cannot find any sort of form.
    >> Anonymous 12/30/10(Thu)03:59 No.13335605
    Humans: because some players need that baseline to relate to. + 2 to any score.

    Treyads: sentient plant race. After hatching from pods, young spend 100 or so years as ambulatory bipedal humanoid creatures. Towards the end of this juvenile phase, they begin to sense the call to take root. Adult form is treelike, and can only be roused to physical action by emergency situations. +2 Con, +2 Dex, - 2 Wis due to flexible, durable plant body and child-adolescent mind.

    Elves: Short-lived, slight, and highly adaptable. Elves rarely live beyond the age of 30, with rare cases living until 40; they do not age, but simply die when their time is up. They are energetic but focused, and tend to live in the now. Their other quirk is that they physically adapt to their environment very quickly, taking on appropriate coloration, physical qualities, and mental qualities for their surroundings within only a couple generations. +2 to 2 scores, -2 to one score as appropriate to background.
    >> Anonymous 12/30/10(Thu)04:02 No.13335634
    Nevermind, figured it out.
    >> Anonymous 12/30/10(Thu)04:03 No.13335639

    Grackles: Highly heirarchical caste society of flightless avians. They can vary in coloration of plumage, but are invariably either tall, imposing, and deadly in combat or plump, discerning, and social if female. Males are small, scrawny, and mostly used as domestic servants and for breeding. Cold, ruthless, and practical, grackles are the best merchants of the setting. +2 Str, + 2 Dex, -2 Cha (War caste) OR +2 Wis, +2 Cha, - 2 Str (Merchant-Ruler caste). Males get +2 Wis, +2 Dex, -2 Str, and are Small.

    Kobolds: Highly intelligent with a love of technology and machinery far exceeding the other races, kobolds have created a steampowered society that has already managed to create crude powered flight. Though their grasp often exceeds their reach, they have still accomplished much. +2 Int, +2 Dex, -2 Wis, Small size.

    Trogs: Large, clumsy, and unintelligent, tend to be used as dumb muscle by most societies. Think construction workers, dockhands, etc. They rarely stand under 8 feet and usually top 9; they can weigh anywhere in between 700 - 1000 pounds. + 4 Str, +4 Con, -4 Int, -2 Cha, Large size.

    This is PF, by the way.
    >> Anonymous 12/30/10(Thu)04:03 No.13335640

    The existence of a God requires too much suspension of disbelief
    >> Anonymous 12/30/10(Thu)04:04 No.13335655

    Norse style, cave-dwelling. They are Norse-style dwarves, that live in caves.

    >> Anonymous 12/30/10(Thu)04:05 No.13335657
    >fantasy setting
    >suspension of disbelief
    Not sure if troll...
    >> Anonymous 12/30/10(Thu)04:07 No.13335670

    Dude. He was obviously not trying to rip off LotR. He just fuckin' posted it. Ironically.


    See how he misspelled "ever" at the end? Thats how we do sarcasm here on 4chan. I can't believe that effectively trolled two fucking people.
    >> Anonymous 12/30/10(Thu)04:08 No.13335690

    A. What I'm saying is, my suspension of disbelief allows me to imagine Dwarves, Dragons, and other fantastical creatures, but the existence of a God is TOO ludicrous for me to conceive of.

    >> Anonymous 12/30/10(Thu)04:13 No.13335741
    Not trying to devolve this into 4chan's usual versions of ontological arguments and such. My point is, if it's a fantasy setting, with all the magical elements: dwarves, elves, talking trees, pretty magic things, what is so farfetched about gods? Plural or singular, bearded dude in a robe or angry half-naked war goddess with six arms or whatever. Insofar as the setting itself is concerned, it's just one more magical thing. A very awesome and useful magical things(fuck year Shargaas).
    >> Anonymous 12/30/10(Thu)04:22 No.13335799
    My African Fantasy game:
    Dwarves: Master race, in that basically anything for survival has an excuse from their predisposition for mining and underground living. Warlike, and clanholds are quick to ally and break alliances over any slight.
    Wild Elves: Because fuck making my elves have less hitpoints! nomad/ tribal common race.
    Shifters: Replacing humans, because fuck you if you want an extra feat! Living structure will be same as elves.
    Halflings: Not sure if I want core halflings, or some subrace for the surface dwellers, but deep halflings live with the dwarves. Surface halflings
    Gnolls: Barbarians. Mercenary as fuck, but willing to let you keep your jugular if you grease their palms with gold.
    Then for the "final" race, I'm stuck on lizardfolk, kolbolds, or troglodytes. Each are reptilian, which would work for the desert heat enviroment. They would each have a different part in the ecosystem, and each would be great to have. So I'm just going to choose all of them.
    >> Anonymous 12/30/10(Thu)04:23 No.13335804
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    Shifters: Stick to the wild and try not to be bothered by the others. Harsh penalties to pay if trespassing on their lands
    Ilithid: Ruling all of the Underdark with iron tentacles. Their harvesting tactics would be quite different. Often run into elder evils because of the depths at which they conquer. Generally Trying to put out sun.
    Skarn: Filling the role of Humans but better since they have spikes and innate Incarnum.
    Drow: Pushed out of the Underdark into long forgotten ruins and dwellings closer to the surface by the powerful Mind Flayers
    Dragons: Pretend to be the gods as the true givers of Magic to the world and rule thusly. They are numerous and powerful
    Kender: Because, Fuck yeah Kender!
    >> Tannu !t7WooWOOWo 12/30/10(Thu)04:53 No.13336018
    I'll give it a try OP

    Humans - interdimensional interlopers who escaped their own dying world. Armed with guns and bringing tanks, they're struggling with their need for oil and synthetic materials. On the cusp of a breakthrough that will allow them to fuel their tanks with magical power derived from material (or so they hope) sacrifices.
    Hobgoblins - splinters from an ancient monster empire, primarily sea-based, their only goal is to hold onto what they once had. Led by a circle of secretive Corsair Admirals who are enormously powerful warrior-mages. Currently gathering their full strength to shatter the humans once and for all.
    Gnomes - neutral party. Canny inventors who have aided all sides of pretty much every conflict ever at one point or another. To gain the temporary allegiance of the Gnomes is to gain access to incredibly powerful artifice, including Titan constructs and arcane-magnetic weapons. Too powerful to be directly attacked, despite their numerical disadvantage. The only democratic culture.
    Beholders - allies of the Hobgoblins, most of the time. Reviled by all other races for the acts of genocide they've committed. Infamous for creating new types of creatures in experiments. About to release a legion of enhanced Hobgoblin-Humans to lay waste to the entire world, Saruman-style.
    >> Tannu !t7WooWOOWo 12/30/10(Thu)04:54 No.13336020
    High Elves - a wicked race of esoteric sorcerers, who a millennia ago turned to vile shamanistic rituals to save their race from extinction at the hands of the Hobgoblins. Imbued with supernatural power, they are the most powerful spellcasters of all. Paranoid schemers who are unafraid to stab backs. Have established a tenuous alliance with the humans, though they've already prepared "contingency plans".
    Frost Giants - the oldest race that's still around. Fought a devastating war against the beholders 200 years ago, a conflict that ruptured the world and split the main continent into two, now separated by a three-mile wide strait of death. Pretty much a bunch a sensible chaps who just want to obliterate the other races to create peace.
    >> Anonymous 12/30/10(Thu)12:23 No.13338922
    bumping, waiting for
    to post the Race of Death.
    >> Anonymous 12/30/10(Thu)12:58 No.13339182
    I've seen too much of this shit, and I have to ask:

    Since when is just being retarded trolling?
    >> Anonymous 12/30/10(Thu)13:14 No.13339311
    Low fantasy(ish, not really) setting, all 6 races are of human stock.

    Gracils: Slight, fragile, agile. Capable of entering a hyperkinetic state where they can move ridiculously fast, but only for short periods of time and at the cost of much of their body's reserves.

    Muskels: Heavy, strong, and extremely dense. Their skeleton is basically an endo-exo-skeleton, if that makes sense. Their three-fingered hands are capable of crushing rocks to powder.

    Vaeti: Even smaller and more fragile than the Gracils, the Vaeti's arms have become leathery wings. Their skeleton has become hollow, enabling flight.

    Amoph: The amoph are the strangest race, with near amorphousness. They can assume any rough shape within the capacity of their bodymass. A small few have enough control to disguise themselves as members of the other races.

    Yetl: The yetl stand at medium height and weight. Their physiology includes specially adapted organs that can create an incapacitating electric shock.

    Nagina: this eyeless race has a sort of "blindsight" that enables them to sense everything in a 360 degree radius around them out to a range of 100 feet.

    Basically, the idea is that the inhabitants of the setting are the descendants of weapon experiments that escaped their world for the dimension they now inhabit.
    >> Anonymous 12/30/10(Thu)13:25 No.13339385
    How recent of descendants? Mutations like those are fine in isolated instances, in times of plenty where they can be supported by other normally evolved folk. However, if they're the only species left on earth, how did they survive? Gracils alone would need incredible metabolisms and 60lbs of food per day.
    >> Anonymous 12/30/10(Thu)13:36 No.13339479
    Fuck your six sapients.

    Then 13 different species of animal-folk, based on the Chinese zodiac, plus Catfolk.
    >> Anonymous 12/30/10(Thu)13:42 No.13339524
    To answer your questions, they didn't evolve. Their ancestors were the results of unethical experimentation in human weapons. These ancestors escaped, into a different universe. Also,
    >Capable of entering a hyperkinetic state where they can move ridiculously fast, but only for short periods of time and at the cost of much of their body's reserves.
    Gracils don't use the ability of their line unless they need to. Other than war or catastrophe, this doesn't come up much, as anyone stupid enough to use it needlessly once probably won't again. Imagine some time in your life when you overexerted yourself somehow. Now imagine that all over your body magnified 20 times. Not fun.
    >> Anonymous 12/30/10(Thu)13:50 No.13339589
    Fuck all y'all, Humans, Humans everywhere.
    Different races of Humans too. And you know what? We're gonna give Humans +2 to any stat adjustment! And we're gonna give Humans one martial weapon focus of their region of origin!
    >> Anonymous 12/30/10(Thu)13:52 No.13339607
    Oh, and Humans.
    >> Anonymous 12/30/10(Thu)14:01 No.13339673
    That really didn't answer anything relevant.

    How recent of descendants were they from these weapon experiments, and how do they manage to procure and metabolize the massive amount of food required to sustain what are essentially superpowers?
    >> Anonymous 12/30/10(Thu)14:23 No.13339848
    mindflyers/cthullu abominations
    dryads/tree folks with heavy treemen
    fucking ass fast yetis
    and human
    >> Anonymous 12/30/10(Thu)14:24 No.13339856

    In this setting the humans fill the ancient dwindling race role traditionally reserved for elves. Several ancient grand civilizations now lie in ruins, almost all of them the domains of great human wizards that set themselves up as oppressive god-kings and brutally subjugated the lesser races. Their time is past now, and the brutish races that were held in bondage for thousands of years now rule a new age of freedom and barbarism.
    >> Anonymous 12/30/10(Thu)14:27 No.13339881
    Replace minotaurs here with Yetis. Yetis fucking rock.
    >> Anonymous 12/30/10(Thu)14:33 No.13339925
    Humans: About 14th century tech wise. They're just getting the hang of steel

    Dwarfs: They had their industrial revolution way, WAY before humans. While the humans are still using knights in plate, the dwarfs have SMGs, computers and robots. This means they're expansionist and racist. Think Zulu, except dwarfs with SMGs instead of British, and knights in plate instead of Zulus

    Orcs: Warcraft orcs, but based off of Feudal Japan

    Buzzers: Jew Bees. I actually have quite a bit of info thought up about them. If you want me to type it up just say so.

    Can't think of a fifth
    >> Anonymous 12/30/10(Thu)14:34 No.13339939
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    Maj'Nuun - Similar to humans, but with resistances to magic, as well as a taller, leaner, gray skinned frame. They typically have black hair and dark brown eyes. In the midst of an industrial revolution, the Maj'Nuun are prosperous and live nearly everywhere. They are the most numerous race. They possess a religious veneration of their own race, little humor, and simple construction. (Normal human stats, magic resistance) Lawful Neutral as a race, but (as with all races on this list) can be of any alignment individually.

    Catfolk - Savage and cunning masters of the wild, they live in Jungles, Forests, Swamps, and any wild area. Bonuses to Dex and Int. True Neutral.

    Obsidian Dwarves - Black skinned, red haired dwarves that are masters of fire magic. They live deep underground, leaving primarily to trade or raid settlements of other races. Natural fire magic abilities; normal dwarf stats otherwise. Chaotic Neutral.

    Elves - Forest Dwellers and masters of the arcane. Absolutely opposed to the Maj'Nuun, regularly skirmish with cat-folk, sometimes allies. Normal High-Elf stats. Neutral.

    Spirit-People: Spirits of the world bound to places or artifacts, they take on traits depending on what they are bound to. Many sub-species. Neutral.

    Sweech: Four foot five blue kobolds without that races weaknesses or negative temperament, master sorcerers and builders. They live in cities underground, usually under Maj'Nuun cities. Typically aligned with the Maj'Nuun against the Elves. Neutral.
    >> Anonymous 12/30/10(Thu)14:37 No.13339961
    Listing off the races that I think are cool, and haven't actually put the thought into considering the intercultural difficulties:

    Warcraft Trolls
    Sand People from Star Wars.

    All in a medieval pot, with wizards and shit. It'll be sweet and stuff.
    >> Anonymous 12/30/10(Thu)14:38 No.13339965
    Fire Dwarfs
    Ice Dwarfs
    Rock Dwarfs
    Desert Dwarfs
    Sea Dwarfs
    >> Anonymous 12/30/10(Thu)14:40 No.13339979
    Quite the short order you have there.
    >> Anonymous 12/30/10(Thu)14:41 No.13339982
    Six races of humans. Original idea do not steal:

    Vinci: A steampunk race based on Italy. Have several warring states. They use steam and clockwork based technology. Extremely variable.

    Alin: A pure magical race based on Arabian Nights. They control sand, fire and glass, and can summon spirits and monsters aligned with these.

    Coutl: Aztecs equiped with advanced alien technology. They don't understand it, and treat it as divine. They have the standard sci-fi abilities, like lasers and force fields, but it all has aztec imagery. They are led by some aliens who masquerade as gods. Technology based, but it's so advaced it looks like magic.

    Skald: Magical race loosly based on scandinavian mythology. They use ice based magic and mythological monsters.

    Kagor: A nomadic race based on Siberian horse tribes. They're beastmasters and fleshcrafters.

    The sixth race is terribly mysterious. So mysterious that even I don't know anything about them.

    Also I totally didn't steal these races from the concept art of the game Rise of Legends.
    >> Anonymous 12/30/10(Thu)14:41 No.13339984
    Sea Dorf Fortress:

    >> Magic Fridge 12/30/10(Thu)14:53 No.13340079
    Hailing from the island realms of the far west, humans eventually shrunk in size and stature over millennia as an adaption to the conditions they lived in, and today they are a race apart from the human strain inhabiting other places of the planet. Exactly when their human ancestors arrived, from the east, no one knows, but when they did, they found themselves cut off or chose not to communicate with the old races, and they were forgotten even amongst the old races themselves, and were rediscovered only in the last millennia. No unified state, kingdom or federation exists in this island world, and each island is a sovereign region, with it´s own form of rulership. There are thousands of islands, the majority still remain largely uninhabited. The Halfling societies inhabiting the Islands, though differing in forms of rulership and are fiercely independent, still share common religious and cultural roots, and the same pantheon of gods are worship across all islands, albeit with local variations in interpretation of them. The Halflings of today are seafaring folk, who since anicient times have had to rely on neighbors for supplies and resources that could not be found on their own island. They have generated great wealth from this trade as they reconnected with the old races and today their financial influence can be felt in all regions of the world.
    >> Magic Fridge 12/30/10(Thu)14:54 No.13340088
    The humans of today are a race only in the flesh and physical appearance, and there is very little sense of shared culture, religion or ancestry amongst them, beyond the shared sense of outsidership and will to always look to the future. They exist in all the settled regions of the world today and but where they are from originally is impossible to say. In every region of the planet that has been explored, remains and ruins of an ancient human civilization, but no records remain of it, whether written or spoken. What is known is that about 1500 years ago, the humans were a nomadic race that wandered the main continent, following the movements of the great herbivores. That culture was eventually destroyed as these groups or tribes of humans were taken as slaves to work in the ever expanding industries of the south. Their identities, culture and lifestyle were taken from them, and while slavery was abolished in all regions of the planet several centuries ago, their cultural roots were forever lost and their numbers were now in the tens of thousands, a mere drop in the ocean of the numerous and dominating old races. The free humans spread across the regions of the world, in search of a new identity and today humans exist in all societies, attempting to find a new culture willing to accept them. Their knack for innovation and adaptation has served this end well, and today, there is no will amongst the humans to remember the past, and the other races would rather forget the crimes of old, and the humans today look only to the future
    >> Magic Fridge 12/30/10(Thu)14:54 No.13340096
    In the northernmost regions of the planet, the matriarchies of the Dwarves, has stood for over 3000 years. The dwarves have as far as their own history records, been a nomadic people, and still are today. The far north is the coldest region of the planet, and as far the other races hailing from the south are concerned, suffers from wintery conditions for well over half of the year, with spring and autumn being the second longest seasons, with summer only a few weeks long. The dwarves themselves however, counts not four, but seven separate seasons, where four are used to describe the various stages of winter. The tribal dwarves, follow the movements of the Eirehn, a large, shaggy haired, and horned herbivore native to the north, and the movements of these vast flocks across the northern lands. The Eirehn are not domesticated, and plays a major role in their society, both in religion and culture. The tribes are led by a single female, the matriarch, and the most positions of power within the tribes are held by women, though it is not unheard of men holding positions of power, though it is uncommon. The dwarves worship an all-female-pantheon and it is theorized that this is the basis of the culture of strong females amongst the dwarves. The dwarves usually have little contact with the other regions of the world, since they have few resources of use to the southerners and the tribes usually avoid all contact with other races that come to their land. Some have left their tribes and travelled south, but these travels are usually not voluntary and mostly the result of banishments. Few leave their tribes voluntarily.
    >> Anonymous 12/30/10(Thu)14:57 No.13340120
    Dwarf, Orc, Human, Elf, Gnome, Hobgoblin

    This is because I already have a setting partially mocked up that pretty much fits these criteria and I'm too lazy to make something original.
    >> Magic Fridge 12/30/10(Thu)14:59 No.13340150

    Can't really figure out the other races right now. One will be the main force behind a still ongoing industrialistation and the main perpetrators behind the enslavement of the humans. Will have resolved this using civil war, which has left them much weaker and unable to rely on slave labour. Struggling to reconstruct what was lost in the war. Mainly city folk
    Not sure about the other two, maybe something different entirely? I would still like to see orcs and some "monstrous"-race but I´m not sure what to do with them
    >> Anonymous 12/30/10(Thu)15:01 No.13340155
    Humans, dwarves (fertile with humans, produce nonfertile offspring), elves (fertile with humans), halflings, thri-kreen, half-giants (sorcerously created race).
    >> Anonymous 12/30/10(Thu)15:06 No.13340187
    Sand Gnomes
    Tinker Gnomes
    Faerie Gnomes
    Shadow Gnomes
    Jungle Gnomes

    Fuck yeah gnomes.
    >> Anonymous 12/30/10(Thu)15:19 No.13340277
    High elves
    Sea Elves
    Fire Elves
    Wood Elves
    Dark Elves
    Low Elves
    >> Anonymous 12/30/10(Thu)15:26 No.13340316
    Talking birds (if only one type allowed make it nightingales)
    Talking lizards
    Talking stags
    Talking mice
    Fey (if only one type allowed make it dryads)
    >> Anonymous 12/30/10(Thu)15:28 No.13340343
    >> Anonymous 12/30/10(Thu)15:30 No.13340354
    I don't understand what you're trying to ask. The Gracil speed boost is an emergency thing. They don't use it every single day.

    The Muskels are just built like human insects. They have a bone carapace under the skin rather than the traditional skeleton, and are strong and durable as hell.

    The Vaeti are really small, like halfling small, and weigh very little. They probably still require a lot of food, but they're not generic winged humanoids; more like a human bat.

    The Amoph do require a lot of food, but they make up for that by having an indiscriminate diet and a nomadic culture.

    Yetl generate their bioelectricity using static friction.

    And the Nagina just have a different sense replacing vision.
    >> Anonymous 12/30/10(Thu)15:52 No.13340545
    What do the "muskels" eat in order to develop a giant super-strength exoskeleton? How do they support an exoskeleton at the size of a human, while all other examples of exoskeleton bearing creatures are small by necessity? In order for them to develop and maintain a chitinous shell they'd need to consume either hundreds of pounds of ordinary food each day, or basically eat and metabolize mineral rocks.

    For the "Gracil" emergency speed boost thing, again, it would take massive amounts of energy. The faster you're trying to force an object to accellerate, the more energy you require exponentially. Trying to run at 40km/hr isn't twice as hard as running at 20km/hr. Therefore, assuming that this speed boost is significant (as you presented it as "a hyperkinetic state") they'd be burning the same amount of calories in 40 seconds of that as they would in two months of normal activity.

    I could go on to the others, but if you've failed to understand the questions before, I really don't think there's a point until you prove that you CAN understand the questions now.
    >> Anonymous 12/30/10(Thu)16:04 No.13340631
    The big dudes do eat rocks and such. I hadn't brought it up because I didn't think it was necessary.

    When I say the Gracils can move at a ridiculous speed, I mean at approximately 3x trained human abilities. So you've got someone who can run 45-50 mph and hit faster than you can blink. Strenuous? Hell yes. Impossible? Considering they were engineered for it, no. Think supersoldier level, not the Flash.
    >> Anonymous 12/30/10(Thu)16:20 No.13340814
    Right. Now how do they procure the energy for those feats?

    Big dudes will require about as much food as a horse, but without the enhanced travel ability to find new food sources and (unless you state otherwise) requiring a typically human diet instead of easily found wildgrasses.

    Gracils are basically less-capable humans, being frail and fragile thus unsuited to farm work. Their "hyper-kinetic" boost serves no function for hunting or gathering as they would expend more energy than they could possibly accumulate. In fact, unless there is already some infrastructure in place that can already support all of these races somehow, a Gracil doing their boost has just condemned themselves to death as they really have no means at all of recovering the energy they would've lost.

    Given that you said these six races were put into a "new dimension", which I HEAVILY doubt you even understand the meaning of, they would have no such infrastructure. There's logically no way for any of them to have survived since they are developed as weapons, and are very ill-equipped for self-sustaining action.
    >> Anonymous 12/30/10(Thu)16:43 No.13341056
    Do I have to go dig up the writefaggotry I was putting together for this?

    1. Not "another dimension". It's an entirely different universe. They were lucky enough to find a similar enough place that chemistry, handedness, etc matched up.

    2. It wasn't "instant society". The original escapees had a horrendous deathrate, and nearly were wiped out anyway. Some other experimental lines DID die out.

    3. The Gracils DON'T have an everyday use for their abilities. I never at any point said that.

    If you're a troll, then clever job. 10/10. If not, this is a fairly well thought out setting, that I barely touched upon because I didn't feel it would be necessary to do so.

    >> Anonymous 12/30/10(Thu)17:01 No.13341261
    If there's more than one "universe", then technically there's no such thing as a universe. It would be a multiverse.

    You've still failed to answer any of the questions.

    Believing your own story to be flawless isn't the best way of making a flawless story.
    >> Anonymous 12/30/10(Thu)17:21 No.13341501
    Look, ask clear questions, and I'll... Never mind. FT, FY, I'm not going to argue with a troll. I've tried to answer your questions as best I can.
    >> Anonymous 12/30/10(Thu)17:48 No.13341742
    Firstly, I'm pinching the merpeople hiding in the seas influencing the world through magic idea.

    Now for the other 5 races:

    First race are the Elves. They are not the stereotypical elven race, they are not a dying race, nor are they stupidly powerful in combat or magic. They have however, established the largest empire in the setting at this time. They have long lives (not quite immortal), and very good archers, but do not make good warriors because they have next to no physical strength, and thus snap like twigs. Divination and prophecy is the full extent of their magic. Next up is a species of nomadic lizard people known as the Xerice, who move around from place to place riding massive rino-dinosaurs. They are roaming the lands as a punishment; exile. They were banished from their kingdom millenia ago, and their empire collapsed beneath the elves before they returned.

    Whereas the Elves are superb in ranged warfare, the Xerice are superb in close quarters, and their scaly skin means that elven arrows are generally inaffective against them. (The Xerician empire was taken down through trickery and the occasional assassination).
    >> Anonymous 12/30/10(Thu)17:49 No.13341749

    The fourth race are a race of humanoid seaweed with moderate magical power, modernised medieval tech (nothing modern, but medieval tech made as modern as possible. Semi-automatic crossbows, sword-whips etc).

    The fifth race, are known only as the 'Angels' (not thought of a proper name for them yet). In this universe however, the word 'angel' does not mean quite the same thing as it does in ours.Think of them, but with a tatse for souls/magic, and an ability to control reasonably large amounts of wildlife. There aren't many of them, but are powerful with their animal armies. Imagine an entire army of wolves, bears and other such creatures, possibly even larger fantasy based creatures, bearing down upon an army. They are biolumiescent, making them appear to be 'shining'. They are relatable in many ways, to really strong, fast, vampires. Though they were never human, they are humanoid, but they have slightly elongated skulls, longer fingers, longer limbs, and very short torsos, and some even sport huge wings. They are very skilled with magic, but they are restricted to non-offensive things. Therefore, they can magically push arrows and blows aside etc.
    >> Anonymous 12/30/10(Thu)17:51 No.13341768

    The last race, are humans! What a suprise. The different thing however, is that humans were until recently, considered by all other races to be mythical, or extinct. They had mysteriously vanished, along with their empire, so many millenia ago, and most species had started to think they never existed in the first place. They recently returned suddenly, but there aren't many of them. There are two things that makes them a force to be reckoned with.
    The first is that they have been developing their tech whilst the other factions have been quarrelling, though they lost most of their original tech when their empire fell. They now have a kind of steampunk based tech. Guns and everything, and everything is steampowered. The second thing is that when it comes to magic, they have the best mages out of any race, though human mages are not common.
    >> Anonymous 12/30/10(Thu)18:34 No.13342192
    Lovecraftian outsiders
    Dark Lords

    Humanity is Dicked: The Game
    >> Anonymous 12/30/10(Thu)18:35 No.13342214
    I just love all the mary sue weeaboo in this thread. Oh wait, no I don't. Fuck you, /tg/.
    >> Anonymous 12/30/10(Thu)18:45 No.13342309
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    >mary sue

    You keep using that word. I don't think it means what you think it means.
    >> Anonymous 12/30/10(Thu)18:49 No.13342342
    >no gods

    Your rules are shit. You have started a truly terrible thread.
    >> Anonymous 12/30/10(Thu)18:53 No.13342384
    aaaaaaaaand Humans

    No Gods. No Kings. Only Men
    >> Anonymous 12/30/10(Thu)19:03 No.13342463
    Humans: survivalist masters of time-magic
    Goomen: sentient slime that dissolved and absorbed the minds of the people they preyed on. Wear massive diver's suits to contain their goo.
    Elves: undead nazgul-like creatures who live in twisted, dark forests whose trees are shaped like people in agony
    Ligr/Drow: shitty descendants of elves who didn't want to become undead. Live in cities on mountains or underground. Arrogant dicks who think they invented everything, but are just degenerates who can only claim the great achievements of the race who they evolved from. Hate and fear the Nazgul-elves.
    Barbarians: violent near-humans who were exiled from human society because they were too barbarous.
    Ascendents: race of former humans who believe they are the servants of the gods. Violently attack other races in order to convert them to their beliefs. Have white angel-wings.
    >> Anonymous 12/30/10(Thu)19:04 No.13342467
    >mary sue
    You keep using that word.
    >> Anonymous 12/30/10(Thu)19:06 No.13342485

    railroading weeaboo mary sue furfag DMPC
    >> Anonymous 12/30/10(Thu)19:08 No.13342504
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    Obvious troll is obvious.

    Elder Things
    Deep Ones

    Who needs gods when you have the Great Old Ones?
    >> Anonymous 12/30/10(Thu)19:09 No.13342514
    This one is winning in my mind
    >> Anonymous 12/30/10(Thu)19:12 No.13342543
    Here's a question. How 'bout culture?

    Can the human's be a weird mish mash of the Roman and Chinese Empires?
    >> Anonymous 12/30/10(Thu)19:13 No.13342554
    -Humans, the ancestors and creators of all the other races.
    -Giants, now long dead, at first created for war but square law fucked them other.
    -Orcs, successful (a bit too successful) attempt of Humans at creating a race of soldiers. They look life extremely buff humans, are extremely
    aggressive and fertile.
    -Dwarves, an hardy race. They come from miners who were trapped when a leyline broke out.
    -Elves, the very last race. Blended with magic, they can't use it, but every last one of them is a highly magical creature.
    >> Anonymous 12/30/10(Thu)19:17 No.13342588
    Yellow togas? Julius Huang-di?
    >> Anonymous 12/30/10(Thu)19:18 No.13342604
    >Blended with magic, they can't use it, but every last one of them is a highly magical creature.

    Made me laugh. Humans are dicks- make a magic race, don't make them able to use magic.
    >> Anonymous 12/30/10(Thu)19:19 No.13342613
    Julius Zhuge Liang
    >> Anonymous 12/30/10(Thu)19:21 No.13342636
    Human - Chrononauts, a dying technocracy that fled from their present far into the distant future
    Eloi - Humanity's distant descendant. Well mannered. Submissive.
    Morlocks - Underground ape-like descendants of humanity. Has a very small industrial capacity and seemingly amoral. Feed on Eloi as its main source of food. Rancher/Cattle relationship, not a hunter/hunted.
    The Centipedes - Large sentient centipedes. Industrial capacity higher than Morlocks, where the latter would be roughly 19 century levels in technology the former is mid-20th century. As intelligent as modern humans, desperately trying to open trade with Chrononauts.
    The Birds - Bipedal avians, possibly distantly related to the Cardinal judging by their appearance. Same technological level as the Centipedes.
    The Fowls - Relatives to the Birds, much like that of Homo Sapien and Neanderthal. Same capacity of thought and industry as the Birds and Centipedes, which suggests trade between all three. At war with Birds over resources.

    The Morlocks are in contact with the other races, and when threatened they withdraw into their mines with the Eloi who are herded into containment shanty towns to make sure none escape or are killed by the attacking force. The Morlocks have spread underground over the surface of the former European continet (which has recombined with the others forming a Neo-Pangaea) and number in the hundreds of millions.) Likewise with the Eloi.
    >> Anonymous 12/30/10(Thu)19:22 No.13342642
    Centipedes, Birds, and Fowls do not regularly cross borders save to trade, they distance one another out of respect (or paranoia) of being other sentient species which is something the humans cannot relate to as the closest thing they had was different nationalities of the same race.

    Humanity settled over what was (tens of millions of years previously) was New York and have a small population (roughly one hundred thousand) and distance themselves from world affairs. Their technology is like magic to the other races, who desperately want to trade with them.

    Birds and Fowls take up the majority of the world's landmass, between the two their population is roughly four billion. Centipedes stretch along the equator in low areas where oxygen is the thickest, essentially caught between the Birds and the Fowls, but actively remains neutral between disputes.

    The continent is largely sub-tropical, with a giant snow-capped mountain range chaining across the center of the super-continent due to plate tectonics, the mountains are surrounded by large deserts and savannas, and from the coastlines inland until the savannas are large sub-tropical forests with an enormous plant population, rivaling that of the Jurassic Era.

    With higher levels of oxygen, life itself has become larger (hence The Birds, Fowls, and Centipedes), resulting in a new age of dinosaurs.

    This is my world.
    >> Anonymous 12/30/10(Thu)19:24 No.13342657
    Human explorers go out with little to no modern (their modern, so like 5000 AD) technology.

    Imagine the whole scheme of things being like Thundarr of Barbaria outside of the Chrononaut city.
    >> Anonymous 12/30/10(Thu)19:25 No.13342667
    1: 6 Races
    Human 80%, Tolkien Elf 6%, Guardian of the flame Dwarf 4%: Tolkien Hobbit 4%, "Orc" series Orcs 3%, Norse Troll 3%

    2: diversity
    all base nuteral alignment and can mix blood lines giving interesting cross breeds. Most part are xenophobic but exceptions do occur. All races live in powerful city-states or clan style kingdoms covering large areas of land, war for teritory is common

    3: Magical laws
    1- enegery can be transfered, not created or destroyed
    2- magic is raw and wild, no one ever has complete control of it
    3- Magic requires a focus to channel it, the focus is never permanent (a.k.a. a crystal can be used for only so long before breaking)
    4- any permanent magic has a price to be paid and a single intent

    4: self explanitory
    >> Anonymous 12/30/10(Thu)19:28 No.13342697
    Actually, it's a bug in their design. Elves were so much infused with magic that using it was instinctive. They can use it as a reflex or instinctively but they have no control over it.
    >> Anonymous 12/30/10(Thu)19:29 No.13342706
    Magitech sci-fi setting

    It is the year 3XXX

    Humanity has expanded into space, and splintered into different races based on different ideas for how humanity should develop. They all war on each other to claim the homeworld of Earth and declare themselves the One True Humanity.

    Droids- humans who have downloaded their minds into machines. They are few because most humans do not want to become machines. Can coordinate and communicate easily because of the fact they are machines, but do not have a hive mind.
    Cyborgs- humans who have added machine parts to their original form. Some have added so many that only a few parts, like the brain, remain organic.
    Advanced- humans who are genetically engineered to be strong, beautiful and intelligent.
    Magi- humans who have developed their magical abilities through the use of science, they look normal.
    Normals- Very similar to the average human of today, only that they were born without genetic defects and with immunities to most diseases. 70 to 80 percent of humans are of this kind, so they have numbers on their side.
    The Unified- hive mind humans, the most dangerous. Think with one mind, least likely to listen to diplomacy and most likely to kill those they see as false humans.
    >> Anonymous 12/30/10(Thu)19:30 No.13342711
    >Thundarr of Barbaria RPG mixed with The Time Machine
    >> Anonymous 12/30/10(Thu)19:36 No.13342745
    Wait, I meant Thundarr the Barbarian. I got it mixed up with Korgoth of Barbaria, but that was basically an homage to Thundarr.

    Either way, glad you liked my idea.
    >> Anonymous 12/30/10(Thu)19:43 No.13342809
    If you were legitimately trying to answer any of those questions, then that only proves a complete lack of english comprehension on your part.

    Unfortunately for you, people who are correct aren't always trolls. Try harder chum.
    >> OP 12/30/10(Thu)19:49 No.13342861
    Didn't expect to see this still alive when I came home! More nice stuff, exept the people breaking the rules about having creatures from other planes but meh, its the internet so people are going to do what they want.


    Yeah, its a style preference, in my setting I'm working on I want the focus to be on people shaping their world, not meddling forces from beyond it or battling over souls like resources.
    >> Anonymous 12/30/10(Thu)19:55 No.13342917
    Humans - Rowdy, opinionated, good seafarers. Cross between Irish and the British Empire. Generally looked down on by the other races as their nation is the least prestigious and recently lost a war to the Warforged.

    Warforged - Race of immortal and idealistic machine-men who spent many hundreds of years divided along philosophical/political lines, all trying to give objective answers to what they should do with themselves. Were recently united under a militant and nationalistic faction in the center of the Warforged lands, and formed a single state that fought the Humans to give their new country a northern coastline.
    >> Anonymous 12/30/10(Thu)19:55 No.13342919
    1. Humans: As OP said, they are too relatable to leave out, plus they're well balanced. They would occupy the plains areas, although their presence is known in just about every climate.
    2. Dwarves: Dwarves are just badasses with a large man's muscle mass packed into a 4 foot frame. Immovable, good warriors, and to support their war-centered culture, they have to dig for material, leading to lots of underground cities, and are thusly most populous in mountainous regions. For a twist, their architecture in renaissance Italian.
    3. Elves: Tall, thin and lanky, they also have excellent hearing. They come from the forest, and due to their height and acrobatic ability, they have built cities in the forest canopies. Although this is their origin, many elves intermingle with human societies, and are thusly incredibly populous around the world as well.
    4. Goblins: Goblins are small, but quite intelligent. They focus on technology, and having highly advanced, scientific cities. Being focused on industry, they also tend to mine for materials, and consequently, often find themselves in conflicts with dwarfs.
    5. Ogres: Large and bulky, they seem to be a race without a home. Though it is noticed they seem to be the most populous in the swamplands, they are still scarce, and seem to live solitary lives rather than social ones. Although ugly to most races, they are also not competing for any resources, and the ogres outside of the swamps tend to simply mingle with other societies and are therefore almost never a combatant in a full fledged war.
    6. Lizardpeople. Populous in the desert and hot jungles, but naturally, they cannot tolerate cold climates very well. They also live fairly solitary lives, and are more intelligent than once would assume.
    >> Anonymous 12/30/10(Thu)20:06 No.13342995
    Warforged tend to be somewhat Germanic liberals.

    Kenku - Cultural combination of North Italians and Dutch. Very egalitarian, very money-minded and known as master businessmen and traders. Have large quantities of colonies which exploit the technologically disadvantaged Elves. Known for large quantity of ruthless mercenaries.

    Dwarves - Control large Tundra region that they mostly live under, save during the harsh winters which they find more comfortable. Very proud and resourceful, although not as advanced as other nations. Unlike most, still ruled by a non-constitutionally bound monarch. Regarded as backwards, but maintain a formidable army.

    Halflings - Forest dwellers known as farmers and lumberjacks, but have recently begun industrializing, causing social growing pains. Culturally reminiscent of 1820s USA and Canada.
    >> Anonymous 12/30/10(Thu)20:10 No.13343033
    There are three types of magic. Runic, Spoken and Will.
    Runic magic is the most common, it involves writing a spell, either through symbols of words (words simply being a bunch of symbols). It is tough to get the hang off, as changing a single line can lead to drastically different results. The spells change depending on symbols, and depending on what those symbols mean to the person who wrote them. A cross could light up a room for one person, or for another, bound their enemy in chains. The runes activate only when a magic user channels energy into them, and since magic users are always seeping at least a small amount of energy, runes are commonly used as traps.
    Spoken magic works in much the same way as runic magic, in that the spell changes depending on what the words mean to the person who utters them. However, once the words leave your mouth, the spell is cast, and there is no taking it back.
    Will is simply that. You will something to happen. Since human thought is rather broad in range, the spells you can conjure with will magic are also rather broad. Unfortunately, the amount of fine tuning you can get with runic magic is much tougher, but it is also a lot quicker. While you may not be able to create a flaming warforged dragon on the spot, you can certainly do something simpler, like cast a fireball.
    >> Anonymous 12/30/10(Thu)20:11 No.13343038
    Thri-Kreen: Maintain a sizeable empire bordering most of the other races, with an entirely alien society. Tend to be the most sophisticated wizards, and the only nation with an entire educational curriculum for their magic users. Notorious for remaining very unattached to any other nation diplomatically. Culturally reminiscent of modern Turkey and China.

    Technology level of this setting is roughly in the early 1600s, meaning 'contemporary' armies tend to use a combination of firearms, cavalry, artillery, and spear phalanxes.
    >> Anonymous 12/30/10(Thu)20:13 No.13343061
    Yeah but magic exists. Therefore you have the possibility of someone becoming so powerful people regard him as a god. That's much cooler.
    >> Anonymous 12/30/10(Thu)20:29 No.13343209
    >Humans: survivalist masters of time-magic

    I'm going to steal this and add on to it. Well, the survivalist part anyway.

    Humans- the cheaters of the world. They can't use "proper" mana-based magic, but they make up for that by learning the universe's cheat codes. Other races don't like making deals with humans, because it requires extensive lawyering over details; if a loophole exists, the humans will find it.
    Dwarves- have a racial memory, but they believe those memories to be "ancestral visitations", and thus revere the dead as being godlike entities. The racial memory is why dwarves hate this race, love that race, feel lukewarm to that other race and so on. Dwarves can sometimes be taken by the memory and believe themselves to actually BE their ancestors when certain conditions are met, like in a great battle similar to one that dwarf's ancestor fought in or trying to reinvent something an ancestor invented.
    Hasturics- a faceless race that is possibly undead, they wear masks to hide this fact. See themselves as the judges of immoral behavior, but are hated because of the malign way in which they are seen as interfering in other race's affairs. Because of this they are often at odds with the humans. Fond of the color yellow.
    >> Anonymous 12/30/10(Thu)20:54 No.13343428
    >Dwarves- have a racial memory,

    I like it. Particularly as a way to explain why dwarves are normally identical to each other in every setting.
    >> Anonymous 12/30/10(Thu)21:11 No.13343566
    Magic is used in the common form of Mana pools. You can use magic as long as you have mana left. More powerful magic will take more mana. The more physics-defying or potent the magic is, the more mana it will take. Magic can't warp reality to an infinite extent, but it can shift matter and energy, as well as magic's most well-known effects (i.e: D&D effects)

    Humans: The most-common, adaptable race. They possess decent mana pools capable of developing steadily. They are divided into two Kingdoms and an Empire. The Kingdom of the East has a Kind King who treats all of his subjects equally, and his Royal Guard is composed of one of the most powerful Magiknights to walk the planet. They worship the Divine Shield. The Kingdom of the west is ruled by a King who believes Might makes right. There are those who are poor and those who are rich: However, no one is TOO poor. The dealiest forces of the Kingdom of the west are the Dragon Knights, who are even fewer than the East's Royal Guard, but have bonded with Dragons that have watched over their families for ages, making them one of the mightiest Land/Air forces. They worship the Divine Sword. Finally, the Empire of the Moon. The Empire of the Moon is definitely the most populated human civilization, and is ruled by the Lunar Empress. Citizens of the Moon are divided into Middle-class, High-class, and Aristocracy. There is no Low-class, however, thanks to a constant demand of jobs. The Empire of the Moon worship the Moon, and possess the unique Lunar Magic, which is very powerful when the moon is in the sky, and can be used to change a small area's day into night so the magic can be used at any time.
    >> Anonymous 12/30/10(Thu)21:12 No.13343571
    Elves: A variant of the humans, this race delved so much in magic and nature that it began to practically bath in magic, transforming their race's bodies. Elves possess a bigger mana pool than humans, and develop it faster than them. However, their bodies are weak, and cannot handle too much physical strain. Elves are united in one sole Civilization, and their cities are located in Mana Strongholds. They are the only race that believes in a Pantheon of Gods. Elves use highly versatile magic, as well as nature-influencing magic and healing magic. They, however, are fearsome warriors when angered, using mighty familiars of Ethereal energy the likes of Elementals, Phoenixes, as well as other creatures to overwhelm the enemy with supernatural power.

    Orcs: The orcs are divided into sections: The Tribal Orcs, the Shining order of the Orcs, and the Orcus Schola. 3000 years ago, the three Orc chieftains who ruled the Orcs at that time, had clashing values and ideals, so they split the race up. The Tribal Orcs follow all the Tribal traditions and ceremonies, and are the most Chaotic of the Orcs, divided by various chieftains. The Shining order of the Orcs is composed of the most honorable, righteous Orcs, which are divided into Chapters, and are ruled by a Lawful, wise King. The Orcus Schola are the fewest, and are ruled by the Grand Magus, but are by far the most powerful of the Orcs, being trained in both body and spirit (Vast mana pools)
    >> Anonymous 12/30/10(Thu)21:12 No.13343575
    Nereids: The Nereids, also called the Maidens of the sea, are not to be trifled with. Nereids are a female-only race; however, their power at the sea is unsurpassable: they possess vast mana pools, and are heavily specialized in the manipulation of water (which doesn't mean they are defenseless in land.). Most high-level Nereids can throw a Tidal Wave at you if they are pissed, so it's better not to mess with them. Nereids are a female-only race, and they often mount expeditions or pilgrimages into land in order to find their husbands. Once they find them, they drag them into the sea and use their magic in a ceremony in which the male becomes able to live underwater, and his life is supported by that of his Bride, allowing him to have an equal lifespan to that of the Nereid. The Nereids are ruled by a Queen, and worship The Deep One.

    Dragons: These fearsome, wise creatures have lived since ancient times, and have many a years of knowledge. Their mana pools are inmense, as they get stronger the older they are, and dragons can live for 10,000 years (That's a looooong time to find someone to get laid with). Dragons are divided through color, and they use magic of the element that best matches their color. They also possess their natural breath weapons, which are very deadly. Some of these creatures are very interested in humans, so much that some live alongside them (The Dragons from the Kingdom of the West actually serve some of the Empire's families, instead of simply helping the empire grow). There are also those who express interest in Elves, Orcs and Nereids, though they are fewer in number. Of course, there are also those who are independant, and like to adventure through the world. Dragons are definitely a force to be reckoned with, and should be handled with care.
    >> Anonymous 12/30/10(Thu)21:14 No.13343583
    Humeurges: Humeurges are the closest thing to a Physical God. Humeurges are a variant of the human race. However, only 4 exist at the moment. THis is because giving birth to a Humeurge is very rare, and it happens because of a rare pulse the sun emits, which only happens at random intervals and, even then, won't affect any human. Humeurges are extremely powerful in the sense that they possess an infinite mana pool. Their body automatically draws energy from this pool to maintain them and repair all damage, essentialy making them immortal to both natural and induced death. At first, a Humeurge appears like a normal human. However, once they go through puberty, as they see others age while they do not, and as they train in the arts of magic, they realise just what they are, and what they do from then on is for them to decide. The 4 known Humeurges are:
    >> Anonymous 12/30/10(Thu)21:14 No.13343589
    Kimlansus: This is the first Humeurge to walk the planet, about 4000 years ago. As a child, Kimlansus dreamed of a world of peace, where all races would stand together. He discarded it as merely a dream, however. But it all changed when Kimlansus realised that he could make his dream come true, thanks to his vast power. He, however, didn't want to enforce his ideals on the people, so he started collecting funds through the years, and after 1000 years of collecting resources, he founded his utopia, a city where all races would be welcome, and where they could live a life of quiet and peace. Many were attracted to this idea, and they saw that it truly was peaceful and good. There was no discrimination, and no prices were too expensive or too cheap either. As the city started developing, Kimlansus established a council composed of himself and of people he had raised from the citizens themselves, who were replaced every 30 years. He established rules of non-agression, and decreeded equality of all races. Tourists and adventurers who came to the city were sold the same products they sold to the citizens at the same price, and there was never any competition in the markets. Only difference in stock. Kimlansus was happy with his city. He also opened a temple in which he trained disciples, to learn powerful Good-aligned magic. He lives to this day.
    >> Anonymous 12/30/10(Thu)21:15 No.13343592
    Leiros the Brave: Leiros the brave was one of two Humeurge siblings: an epically rare instance, perhaps the workings of Fate herself. Leiros was born 2000 years ago, raised by farmers alongside his brother, Zelos. Leiros always believed in honor, noblety, and kindness, and always went that extra mile to help people in need. After he became 18, he joined the Holy Eastern Knights to train. Needless to say, he was a prodigy among prodigies. With a heart of gold, and the power of a Humeurge, Leiros was quickly called The Rising Sun of the East. However, 200 years later, Leiros retired from the Royal Guard, and roamed the world helping the weak and those in need. One fated day, he encountered his brother, Zelos, who had grown into a Battle Maniac, called the Demon Lord. Though Zelos also helped those in need, he was more like a Black Knight, in the sense that he brutally killed those who opposed him. Leiros disagreed with Zelos' ways, so they started an epic duel, which resulted in a tie. After the duel, Leiros and Zelos proceeded to laugh at each other, then hug after not having seen each other for two centuries. They went to bars in various continents, and got smashed to bone, telling their epic tales to the ladies and wenches, and sharing brotherly moments for 100 long years. They parted then, Leiros to roam the continent, and Zelos went to the island he lived in, waiting for worthy opponents to come attack him. He lives to this day.
    >> Anonymous 12/30/10(Thu)21:15 No.13343599
    Demon Lord Zelos, the Merciless Dusk: Unlike Leiros, Zelos knew that those who were weak (like his parents) would continue to be abused by the strong if no one deterred them, so Zelos, once he graduated, joined the Warring Knights of the West, in which he trained for 200 years. Zelos quickly ascended through the ranks, and became known as the Merciless Dusk from the West. He then became independant, roaming the world in search for worthy opponents and bullies to maim and defeat. One fated day, he encountered Leiros, and saw that he was still as naive as ever. After what was mentioned above, Zelos departed to an island in which he had made a home to live in. Throughout the ages, people came to challenge the now-called Demon Lord, to learn powerful offensive magic and swordsmanship techniques from him. Those that arrived, had to fight against Zelos. If Zelos saw their weakness, he would kindly defeat them, congratulate them on their courage for coming, and then send them off. However, if he saw great potential, Zelos would stop the fight, and offer the challenger his teachings. However, there was a catch. It would take more than an average lifespan for Zelos to teach him, so Zelos would have to augment his lifespan, and enhance his mana pool. Those who accepted are called Demons, and are not called that because of their cruelty, but because of demonic strength. Every Demon answers directly to the Demon Lord, and only to the Demon Lord, unless they are acting as a mercenary or an envoy. He is alive and well, not looking a single year older than 20, like every Humeurge.
    >> Anonymous 12/30/10(Thu)21:16 No.13343609
    Sheila, the healing flower of Love: Sheila was born in a humble town, alongside her childhood friend, Lance, 1500 years ago. Sheila was beautiful, a stunningly pretty girl, who loved to help people more than anything. She had had a crush on Lance since she was 5 years old, and wanted to marry him one day. She grew up in happiness, surrounded by friends, and with a love that was beginning to be replied to. However, when she was 16 years old, Lance was stricken with a sickness no one in the village could cure. In only seven days, Lance was at the brink of death. Struck by sadness and despair for the first time in her life, Sheila seeked one of her mother's most powerful healing spells, one her mother had not been able to use since it required a fatal amount of mana. But Sheila didn't care, so long as Lance could live... Everyone tried to stop her, even Lance. However, Sheila ignored them, and used the spell, knowing that it could be the last time she could speak to her love, she casted it after confessing. There was an outburst of mana, a flash of light... And after it ceased, Lance had miraculously healed. However, when everyone went to check on Sheila, they were stunned to see that she hadn't even broken a sweat. 2 years later, during the coming of age ceremony, Lance proposed to Sheila, who immediately accepted. Another pair of years later, Sheila knew that Lance would age and grow old unlike her, the knowledge concerning Humeurges already being known. So, with Lance's consent, she tied her life to his, making Lance her familiar. Once her and Lance's parents died of old age, Sheila and Lance went on an endless roaming through the world, healing everyone who was wounded or sick, prisoners of war, victims of plagues, among other things.
    >> Anonymous 12/30/10(Thu)21:17 No.13343615
    Though Sheila is a kind person, if she sees you comitting an offensive act against the defenseless, the children, or Lance, she will sadistically take you to a half-dead state, heal you, maim you again, heal you, maim you, throughout the whole night. Both Lance and Sheila are alive and well.

    Holy shit, am I trying too hard?
    >> Anonymous 12/30/10(Thu)21:20 No.13343635
    Desert-dwelling Elves
    Swamp-dwelling imperialist Dwarves who use voodoo magic. Duergar are a genetic anomaly seen as the "leaders" of their race.
    Jungle-dwelling Dragonborn living in ewok villages
    Goblins who live in a synergistic relationship with-
    Minotaurs. Both live in the mountains. Goblins create things, and the minotaurs are their muscle.
    Humans-relatively simple race of nomads that can be found anywhere.
    Dwarves have the best magic and tech, but mostly because other races shun the use of magic which ruined the kingdom of the "Old Gods", when the world itself resisted the aliens' rule.
    >> Anonymous 12/30/10(Thu)21:22 No.13343648
    Hakkani- a race of undead, humanoid but not actually dead humans. Their race died out in a calamity in their mountain homelands ages ago, but because of the necromancy their people once were fond of using the entire race returned as rotting corpses and skeletons.
    >> Anonymous 12/30/10(Thu)21:22 No.13343651
    Mother of God... What a wall of text... CONSIDER THIS SHIT STOLEN
    >> Anonymous 12/30/10(Thu)21:23 No.13343660
    These are all brilliant. Great thread so far guys.
    >> Anonymous 12/30/10(Thu)21:42 No.13343807

    Steel Titans

    Battle of the Aeons, between magic and technology. Let the clash begin.
    >> Anonymous 12/30/10(Thu)21:46 No.13343830
    Oops. Forgot to describe the Nereids. The Nereids have the appereance of a slender human, but not so frail-looking as an elf. One famous thing about the Nereids is their endless beauty, that they remain young through their 6-century-long lifespan. They all have hair colored in tones of green, purple, or blue, like their eyes, and possess a light blue skin tone. Both their hands and feet possess membranes between their fingers and toes.
    >> Anonymous 12/30/10(Thu)21:49 No.13343857
    >I like settings where furry races dominate

    Of course you do. Sometimes old things with a new shine are better than new things.
    >> Anonymous 12/30/10(Thu)21:56 No.13343906
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    >> Anonymous 12/30/10(Thu)22:00 No.13343945
    a concept permeating the world is the idea of the unnatural vs the natural - the more generations that pass since the race's creation, the more integrated it is with the world, the more it fits its niche, the less of an "abomination" it is.

    HUMANS: one of the first created races, and with a comparatively short lifespan (allowing many generations to pass since their creation). They mostly live in Peace with the other races, but are the most prejudiced towards those who seem "unnatural".

    DWARVES: Second oldest race, but only the third most natural - their long lifespans mean that less generations have passed since their creation. they are often at odds with the natural world, especially with elves.

    ELVES: Third oldest race, second in terms of being "natural". though immortal, this race breeds like rabbits, meaning they have become very integrated with most aspects of the world through widespread adaptation.

    GOBLINS: Fourth youngest race, created far after the first three. It has barely had the time to find a niche in the world, and often resorts to imitating the traits of other races - unfortunately the negative traits are often easier to copy than the positive.

    NEPHILIM (trolls, giants): there is no placing how old this race is, its creation is shrouded in mystery - but it is certainly quite unnatural. These monsters have a healing factor, meaning they will never grow old and die- they only exist to feed and survive by themselves. They also have no drive to reproduce, meaning that no generations have passed since the creation of their dwindling race.

    DEMONS: so unnatural and alien they can barely be called creatures at all. The creation of a demon occurs when a deity requires a creature to accomplish a task - the demon is often destroyed as soon as it finished said task. Those who are not destroyed become chaotic and destructive, driven mad by their sudden lack of purpose.
    >> Anonymous 12/30/10(Thu)22:02 No.13343957

    Lemme guess, you made a setting and then realized that to make a novel, you need characters to exist in that setting?
    >> Anonymous 12/30/10(Thu)22:18 No.13344119
    HNNNNNNNG Aquatic Waifu-
    >Worship the Deep One
    Oh, seems like a nice per-
    >Though Sheila is a kind person, if she sees you comitting an offensive act against the defenseless, the children, or Lance, she will sadistically take you to a half-dead state, heal you, maim you again, heal you, maim you, throughout the whole night.
    Mother of God...

    Also, what are the relations between the factions? Please proceed, this stimulates my penis
    >> Anonymous 12/30/10(Thu)22:29 No.13344215
    The Kingdom of the East opposes the Kingdom of the west and the Orc tribes, seeing them as unjust. They get along well with Leiros. They have two types of Dragons (Red and White) supporting them

    The Kingdom of the West disagrees with the Kingdom of the East and with the Shining Order, and gets along well with Zelos. Both Kingdoms refrain from meddling with the Lunar Empire. Two types of Dragons (Black and Bronze) serve the noble families.

    The Lunar Empire seeks to establish peaceful relations with everyone, but is constantly fighting the tribal Orcs' raids. They have formed an alliance with the Elves and have three types of Dragons supervising the Empire. (Green, Silver and Gold).
    The Orc Tribes launch raids against pretty much everyone, and do manage to terrorize some towns, but are quickly pushed back by the better organized forces. The most honorable of the Tribes are many times aided by the Western Kingdom and only fight when they need to expand.

    The Shining Order battles injustice throughout the continent, disposing of slavers, helping towns in need, and forming treaties of peace. They are favored by Kimlansus.

    The Orcus Schola are seekers of knowledge, and only interfere with the other factions when they see they are affecting the balance of the world.
    >> Anonymous 12/30/10(Thu)22:38 No.13344279
    The Elves are highly territorial of their cities, but are open to trade and welcome tourists and strangers. They do not war with anyone, and mostly offer healing and mercenary services. They have the favor of Sheila.

    The Nereids are even more territorial than the Elves, and only welcome males to their cities. They are friendly when they go to land, but are vicious to those who intrude their waters.

    The Dragons are widespread throughout the world, but most of them keep to themselves, often roaming the world in search of treasure and knowledge,

    Kimlansus obviously doesn't want to fight anybody, since he believes on a utopia.

    Larios always helps the defending, and if he is on a town during a raid or an attack, he will fight for the town.

    Zelos lives on an island, so most of the time minds his own business. He may send out a demon or two to stir up a bit of trouble sometimes, but nothing that provokes the innocent's deaths. Also, every 5 years, Larios and Zelos meet at the Lunar Empire to fight at the Collosseum. The seats are always sold out before it even begins.

    Sheila goes around the continent, healing the injured, regardless of their alignment, and protecting the defenseless.
    >> mariohats !j/Tk5fCDYk 12/30/10(Thu)22:50 No.13344396
    Humans: Relatable, there was once two factions forced into an uneasy alliance, sunlight-wielding religious types and pantheistic self-improvement-worshiping types with a penchant for necromancy. Nowadays, the cultures are almost completely combined. Controls much of the worlds farmland.

    Orcs: Still recovering from the holocaust the sunlight-using humans once carried out against them. Lives in the mountains and survives through trading they powerful magical weapons and armor.

    Elves: Lives in large floating cities. Most elves seen on the ground are looters sent to get the necessities required to live in the clouds. Elven wizards are on the cutting edge of magic, and many Elven universities accept foreigners, albeit at exorbitantly expensive rates.

    Gnomes: The gnomish lands are very close to that of the orcs. Avid traders and diplomats. Upon adulthood they are required to go live with one of the other races for at least a year; many choose to never return.

    Elementals: Comes in 5 types: Air, Earth, Fire, Water, And Quintessence. Live in the wilderness, don't really have a civilization. Many serve the other races in exchange for exquisite forms of their element to add to their spawning pools. Quintessence elementals never work for others.

    Fae-Touch: Humans, Orcs and Elves who have touched the elemental spawning pools. Name comes from old legends of being spirited away by fairies. Have more in common with each other than with their own kind. Nomadic, tribal, and loyal to their element as well as each other. Even if the process didn't horribly disfigure them, a few minutes of talking would reveal their truly alien mindset.
    >> Anonymous 12/30/10(Thu)22:53 No.13344422
    Thank you, you wrote out a campaign setting for me.
    >> Anonymous 12/30/10(Thu)22:56 No.13344451
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    >Orcus Schola
    First Aztec Orcs, then Philosophic Orcs, and now Orcus Schola...

    Never change, /tg/, never change
    >> Anonymous 12/30/10(Thu)23:03 No.13344510
    Clones of Aleister Crowley
    Clones of Richard Feynman
    Clones of Rasputin
    Clones of Bodicea
    Clones of Marie Curie
    Clones of Betty White

    Search your feelings, you know it to be awesome.
    >> Anonymous 12/30/10(Thu)23:04 No.13344518
    >no Vladimir Putin
    How about I slap your shit
    >> Anonymous 12/30/10(Thu)23:13 No.13344571
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    1. Humans: southern humans live in a marsh/grassland area, clock/steampunk level tech. highly urban, industrialized society. Northerners are a combination of arctic barbarians and Khador from the Iron Kingdoms.

    2. Dwarfs: desert, techno-mystic fusion Dwarven tech is mad science to other races, have a healthy trading system with the humans and sometimes teach them Dwarf-science
    3. Kobolds: resident tinkers, they don't create much tech, but the stuff they get thier hands on is taken apart, analyzed, and made useful.
    4. Elves- lowest tech level, jungle living people who succumbed to hubris and faced the wrath of the gods for it. Live in ruins of their old civilization. they used to have the highest control of magic, but it has degraded to shamanic tradition.

    5. Gnomes: current lords of magic, Grim, somber secretive Arcanists.
    >> Antholia 12/30/10(Thu)23:24 No.13344648
    Guess I'll take the major races from my homebrew world then... this will be a lot...

    Humans: This race have spread over the world like rats, and can be found just about anywhere and they come in all shapes.

    In Lacusia, Trimora and Draamhar, lives black folk. Lacusia is filled with a large, brutish tribal folk. Trimora is home to a smaller, slender people who live in marsh villages and are often found among the crew of pirates. Draamhar is in constant war between feudal lords and city-states. Together with the Thugurian caliphates, Draamhar is the only civilized people on the continent of Erthuram.

    The brown skinned Thugurs rule their Caliphates north of Draamhar. They frequently raid their neighbours for slaves, who they keep or sail with them over the Inner Sea too sell in the kingdoms of Antholia.

    In Antholia lies the many kingdoms of the pale Amracians, Barbacus, Dranians, Tamoria and the Hrhule.

    The Dranians rules rugged kingdoms to the north and most of the in not as civilized as their southern counterparts. But yet the Kingdom of Branganrde rivals the folk of Barbacus and the empire of Arsalon in use of Heavy armoured knights.

    The difference between the central Amracians and Tamorians and the southern kingdoms of the Barbacus is few. The Amracians have two kingdoms; the super-religious Empire/Patriarchy of Ascalon, and the feudal kingdom of Amarcia. The Tamorians once ruled almost all of Antholia, but their kingdom grew too great to keep itself together and it soon fell. The Barbacus are divided into several minor kingdoms, city-states and fiefdoms who are in constant war with each other. If it wasn't for the abundance of natural resources here, the states would have gone bankrupt decencies ago.
    >> Antholia 12/30/10(Thu)23:24 No.13344657

    The young but expanding Imperium of the Hrhule is vastly different from the other kingdoms. The Hrhule themselves wandered down from beyond the lands of the Dranians and settled in the south-eastern steppes of Antholia. They build large walled city's to protect themselves from the nomads that was native to this harsh lands. When the Tamorians rose to power, they where left alone from the wars, but the Empire's influence stretched even here and the Hrhule was eager to learn. They where quick to learn and was soon more advanced in war, magic, economics and city-planning than their mentors and when the Tamorian Empire fell a Warlord took the chance to forge his own Imperium. He succeeded in uniting the walled cities and pacifying the nomads and their state have since then been rapidly expanding. Worshipping dark deities, and having a tradition of strict military discipline and casts, the Imperium of Hrhule have become the second in power only to Arsalon.
    >> Antholia 12/30/10(Thu)23:26 No.13344669

    Elves: Once this race ruled most of Antholia, waging wars against the early human Empires. However, they fell from grace after a large catclysm and now only the Empire of Andulith and the federation of Brethemnin remains. The Empire of Andulith is heavily divided between the ruling, inbreed High Elf class and the commoners.

    Small tribes of barbaric wood elves also lurks in the deep forests of many humans kingdoms. They protect the environment fiercely and often kill any travellers that enter their grounds. They split of from their brethren long ago when the civilized elves broke away from worshipping their ancient Nature God. Some of their settlements are Deeschia, Avalheen and Stormheaven.
    >> Antholia 12/30/10(Thu)23:26 No.13344676

    Goblins: This race is almost as numerous as the humans, their cunning and mechanical knowledge is renowned and they are often hired to oversee the construction of warships, Zeppelins and firearm production. However they are just as renowned for their greed and backstabbing nature.

    Trolls: They come in two races, Common (Forest) Trolls and Hill Trolls. The malicious, warlike Forest Trolls are often used as mercenaries by the Human Kingdoms. They are slender and crouched. Their faces are similar too the early primates which the humans originated, but strangely they always seems to grin in a malevolent fashion. Their fur is brown or grey and their hair is black. Still, their feral appearance hides an intelligence and cunning that sometimes goes beyond the common human. All these traits have given the trolls an aura of dread wherever they are, inspiring discomfort and fear among both friends and foes alike.

    They worship their ancestors spirits and strange dark gods, but the few that actually settles somewhere are known to take up the worship of the humans in the local area.

    The Hill trolls are much larger and more staunch than their brethren, their features are much more human but they have tusks. They are much more friendly than their cousins, but they are still quick too anger and violence. Most of them know nature magic. They also live for an extremely long time and are happy to tell their tales to those who would listen. Still, the Hill Trolls seems to shun their own kind and avoid each other unless to fornicate.
    >> Antholia 12/30/10(Thu)23:36 No.13344750

    Dwarfs: Dwarfs live in the isolated north, but they gladly accept most travellers into their mountain halls. The southern-most dwarfs carefree attitude have made them good friends with the common elves. The dwarfs farther north have however developed a more serious and grim attitude.

    The Kor: This race would seem like a mixture between bird and reptile, with proto-feathers on their back, lower legs and underarms.

    They are on a stone age/hunter and gathering level of technology, but despite that they seem to have learned the knowledge of bronze forging. They are found in the great jungles in the southern end of Antholia and among the islands of Lacusia. They seem to be drawn to the old temple ruins of the first human empires and their seers speak of an nameless god that was imprisoned in another world but that will return and herald the age of the Kor. Some extreme scholars believe that the Kor seeks to summon this god trough the old relics hidden among the old ruins, but the more serious scholars are assured that it is an coincidence and that even if the Kor stumbled upon an old artefact they wouldn't know how to use it.

    Other than these there is several “primitive” races. Those that have yet to discover fire, but communicate and posses a mind like our primate ancestors.
    >> Captain Baha 12/30/10(Thu)23:43 No.13344808
    1. Humans, tribes of nomads who wander the steppes fighting for food, shelter, and whatever they may need to eke out a living.
    2. Ogre's, the massive man-eating brutes are back in force. Organized into small cities, they fulfill the advanced urban civilization.
    3. Genies/Djinn, a mystical race that is the most widely regarded as demi-gods. Use advanced technology in the form of magic to maintain control of large swathes of territory. Very territorial, all of them enjoy large amounts of treasure.
    4. Goblins. The sort of vermin race that is used by the Ogre's for slave-labor, are also organized into large tribes by their own chiefs, wage wars against humans quite often. Also nomadic in nature.
    5. Dwarfs, but not your typical Dorfs. No these guys worship volcanoes and storms, obsessing over how they change the world they live in. Much more shamanistic then any other Dorfs in the world. Their cities are built underground, but most often near volcanoes or geysers. Really, any place with abnormal geology/topography? The dwarves are there.
    6. Snake-folk, followers of the divine father Apothius. (Apep for those of you who want the proper Egyptian name.) The really magic-based dune-dwellers that are waging an underground war against the Dwarfs. Use Ogres and Goblins in armies as auxiliaries/mercenaries.

    Not sure how a central-asia heavy game of DnD with these races would play. But man would it be a break from the standard norm.
    >> Anonymous 12/31/10(Fri)00:19 No.13345184
    Your kenku sound a lot like mine, except that I've made them adept at medical sciences as well and thus replace plague doctors in a Renaissance society.
    >> Anonymous 12/31/10(Fri)01:17 No.13345759
    >> Anonymous 12/31/10(Fri)03:46 No.13346838
    >> Anonymous 12/31/10(Fri)05:18 No.13347523
    Humans - It's hard to leave them out, because most settings revolve around them.

    The gifts of humanity are endurance and adaptablity. Humans are far ranging, not due to their speed, but due to their tenacity, and ability to adapt to any climate. They are also one of the largest of races.

    Rakein - Small, cat-sized humanoids. They resemble humanoid rats, and tame them like dogs.

    Their gifts include stealth and guile. They go where the humans go, following them and living in the scraps of their society. If they had their own culture, it is largely gone, subsumed into that of whichever humans they live alongside.

    a'Kora - Jungle-born bird-men. They come in various colors, primarily keyed to heritage, and used to determine caste.

    They posess the gifts of flight and divine grace. They tend to not leave their rainforest homes, finding drier lands to be uncomfortable. They believe their role in life to be divinely ordained from birth.
    >> Anonymous 12/31/10(Fri)05:19 No.13347526
    Dhol - Outcast cousins of thea'Kora, the Dhol have lost their feathers, and instead are covered in scales, existing in the deserts beyond the rainforest.

    The Dhols stole the ability to mesermize any who meet their gaze, and wrap shadows around themselves. They hate the sun, but are accepted in no other land, and so they lurk on the thresholds, eternally trying to creep in. They often establish cults that blasphem against the gods.

    Tyroc - Warrior-beasts of the mountins, the Tyroc scorn weaponry in favor of their own prodigious strength and mighty natural weapons. While resembling no specific animal, the Tyroc could be said to be closest to horned puma-wolves.

    They own the talents of ferocity and pride, and have forged a double tiered culture, where those who are allied with humans are seen as civilized nobles thanks to their armor and well-appointed manses, and those who dwell in the wild as dangerous beasts. They avoid the water, as their muscle mass and bone structure makes them too dense to float.

    Clickers - Insect-sized automatons, clickers are only found in starfallen rocks - each housing a colony that has some kind of swarm intelligence, though there is some indication that a single Clicker also houses a degree of intelligence, and can bond with different creatures to enhance this intellect, just as the swarm.

    The abilities of Clickers varies widely from colony to colony, as do their motives, and their understanding of the world.
    >> Anonymous 12/31/10(Fri)05:21 No.13347542
    God knows. Certainly not Khepri, that shit was retarded.
    >> Anonymous 12/31/10(Fri)12:21 No.13349721
    >> Anonymous 12/31/10(Fri)15:26 No.13351380
    Catmen. Catmen everywhere.
    >> Anonymous 12/31/10(Fri)19:22 No.13353686
    1. The Ethereals: spheres of varying size and colored with random patterns. They are created in the Forge, formed from the souls of the dead. Their behavior depends on the souls they were based on, and they can be malevolent or benign, or completely insane.
    2. Harvesters: mechanical life-forms that have humanoid torsos with four limbs, and three glowing eyes covered by a cloak, all perched atop an anti-grav platform. Their purpose is to gather the souls of the dead and bring them to the Forge, but by having free will, how they do this is largely up to each individual.
    3. Ker’Vos: Beings whose body is encased inside a large shell, with four legs to move about with, two plesiosaur like heads emerging from the sides (which lack eyes), and hundreds of small holes all around which small eyes peek out from. They have a tough defense and a mastery of magic, but not much with physical offense or technology.
    4. Gurjaan: Start life as subterranean grubs, which consume the rock around them to form a shell. Eventually they emerge to the surface as powerful, armored beetles, with the most strength and defense, but ultimately a real lack of magic usage due to lack of vocal chords.
    5. Arimungo: The most advanced race in the setting, having mastered the way to combine magic and sorcery. Physically they are frail, generally being tall and thin, with many spindly arms, and an elongated neck connecting to owl-like faces.
    6. Kraknov: Humanoids with pink skin, head-spikes, lash-like tongues, and are all cyborgs. Generally militant, but have a democratic society; they are great fighters, a fact further strengthened by their advanced tech, but culturally shun armor and know little of magic.

    The only way one can use magic in this setting, is to utter words that correspond to each spell, in either the language of creation or destruction. Each language has its own set of runes that must be memorized, and using a spell fatigues the individual.
    >> Anonymous 12/31/10(Fri)19:28 No.13353750
    > your psot was just to samefag, people are to scared to add an extra o to the end of to
    >> Anonymous 12/31/10(Fri)19:34 No.13353815
    Humans: Because if there weren´t any, I´d just end up making a race that acts just like humanity to fill the same role.

    Goblins: Millitaristic hive race, with goblin workers, hobgoblin leaders, bugbear warriors, and a bloated, immobile reproductive caste. Mostly seafaring, have claimed and fortified a bunch of islands and made good progress on conquering some mainland coasts. Once they take a place over, they´re fairly tolerant overlords, but it still sucks being conquered. An individual goblin isn´t inherently agressive, but they are inherently collectivistic.

    Dragons: Dragons are egomaniacal, solitary beasts, each one ruling its own little empire. Unfertilized dragon eggs hatch into kobolds and dragonborn, who act as enforcers for their mother (all true dragons are hermaphroditic). Dragons are like people; some are benevolent, some are douchebags. All of them have giant fucking egos, though. Their humanoid spawn are pretty okay bros, unless they´ve been given orders to do something prickish by their mother.

    Fairies: Nature spirits. They are spontaneously generated out of ecosystems that have sufficient biomass and biodiversity (generally tropical rainforests or coral reefs). They look like twisted, almost skeletal humanoids made out of plant material, and are constructed by vines and plants in a fashion much like the Reaper Larva in mass effect 2. When they get old enough, they fuse themselves with large trees or corals, which after assimilating enough fairies gain sapience and mobility: the fairies worship these ancestral, entlike creatures.

    >> Anonymous 12/31/10(Fri)19:39 No.13353873

    Tirbana: Parasitoid insects. They get along really well with humans, who ranch them cows and sheep to lay their eggs in in exchange for manual labor, millitary service, and some honey-like substance they produce that can get you fucked up. Those are the civilized tirbana. There are also savage hives that lay their eggs in sentient beings.

    Naga: Because naga.
    >> The Omar !!OUwxa3IWkZ4 12/31/10(Fri)19:43 No.13353911
    From a yet unfinished setting of mine.

    Humans: you know the drill, only with more Easternish take on the culture and stuff. Also they all wear jeans and capes. Well, most of them.
    Dorfs: they actually call themselves that. Or not. Dorfs are basically batshit insane survivalist libertarians who live in underground bomb shelters and are terminally insane to a dorf. May or may not be Jewish. Their mortal enemies are elephants and carp.
    Orca: giant Confucian Chinese lizards who were behind most of the technological innovations in the world, and they still cultivate and restrict magic blue rocks' growth around the setting's only megacontinent and elsewhere.
    Revenant: not actually a race per se, but a catchall term for sentient undead of all species. Often more of the transhuman undead variety, having replaced their aging remains by cybernetics and stuff. Also their eye sockets glow.
    Ghola: maybe not a race, those are souls of dead inhabiting artificially-grown bodies. Not many details on them, sorry.
    Morlocks: little amphibian fuckers who live in the jungle, but the most cosmopolitan of them are devious little amphibian fuckers(to the point their species stereotype are either jungle-dwelling savages or Dr. Fu Manchu). Also nothing more on them now.

    Happy New Year, fuckers.
    >> 008 12/31/10(Fri)19:58 No.13354095
    1: Humans: They create progress!
    2: Elves: Part of a triumvirate of races. The people of magic, used to be tree natives but now emulate human culture if envisioned by a meth addict. Everything is magically summoned. A whole race with attention deficit disorder.
    3: Dryads: The second race of the triumvirate, the tree people. Live in elven culture and have a better grasp of the big picture.
    4: Fairies: The third race in the triumvirate. Tiny winged people who produce fairy dust. Fairy dust is used in procreation of Elves and Dryads; neither race can reproduce without fairy dust. Fairies breed by shaping new fairies out of their own dust when they're bored. They are borderline a slave race as they get all the crap jobs.
    5: Espers: A specialty race of humans capable of tremendous magic at will with almost no limitations. They are racially hedonistic in singular pursuits however. An example would be that one finds someone bleeding to death in the road. Rather then heal you themselves, they'll run off to find an Esper who enjoys healing people. They are all Chaotic/neutral good if alignment applied to this setting.
    6: Teranoran Humans: The base human race all humans are descended from (and possibly espers). They are short and stocky, almost dwarflike, but with human mentality. They are currently in a secret cold war with the other races.
    >> Anonymous 12/31/10(Fri)23:35 No.13356061
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    Magic is chaos, and existed prior to time. Chaos formed a separate plane that consists of matter, which is law.

    Mages can open rifts between dimensions, and release chaos into the plane of law, using it to fuel their magic. Chaos that goes unused will react with law to create something, anything from a gibbering horror that screams pure madness, or a potato.


    Humans - Most populous of races, rivaled only Hobgoblins and Lizardfolk. They live in remote farms, baronies, and great cities. They are world's pioneers in architecture and culture, building fantastic and grand sculptures and cathedrals. Other races consider them quirky and proud, but are nevertheless pleased to travel to see their cities and art. Humans, compared to other races, prefer to be artists, clergy, craftsmen, or mercenaries.

    Hobgoblins - Renowned for their endurance and tenacity, the Hobgoblins hold no meaningful land or kingdoms; their race is scattered through the world, a large portion of them reside with Dwarves(often even outnumbering them in some places). Hobgoblins have no prediliction to specific trades, and typically continue with whatever their family buisness is.

    Dwarves - The least populous of the races, Dwarves are known to live for a few hundred years and are master craftsmen in whatever trade they set their life to. They hold numerous plots of land, but their numbers spread thin due to their cultural prohibition to having multiple children; to compensate, they are quick to adopt orphans of other races.
    >> Anonymous 12/31/10(Fri)23:36 No.13356074


    Kenku - Cursed with weak bodies and short lives, Kenku are nomads and wanderers. They are typically friendly and trustworthy, and are incredibly quick learners thanks to their racial eidetic memory. They hold no land, though there are a number of nomadic Kenku tribes. Kenku in civilized parts are often diplomats, law makers, merchants, or bards. If one manages to become an apprentice to a Wizard, they can become extremely powerful mages in a matter of years rather than decades.

    Lizardfolk - Heavy set, long lived, and unnaturally even minded, Lizardfolk inhabit the far reaches of world and take on the characteristics of the local wildlife where they were born. They are a populous species, though divided among dozens of clans. A clan of Lizardfolk has anywhere from 30 to 150 men, not counting women and children; they are very suspicious of any who come to their lands, but are to varying degrees accomodating to wanderers. They are peerless hunters and warriors thanks to their natural physique and quick minds; Lizarfolk who find themselves in civilization are often trappers, guards, or bounty hunters.

    Djinn - The first sapient race to be produced by Chaos, Djinn are incredibly powerful elemental powerhouses and are able to naturally command the realm of Law as a mage commands Chaos. Possessed by indomitable wills and chaotic whims and scruples, they spend their immortal existance fighting amongst themselves for power, recognition, and land. The interfactional (and intrafactional) wars of the Djinn are responsible for the world's landscape. Some Djinn find themselves in need of vassals to exert their will and proclaim their greatness upon the inhabitants of the world in exchange for a portion of their power; these vassals are called druids by most. The Djinn can mate with any other race to produce a hybrid, similar to Genasi.
    >> Anonymous 12/31/10(Fri)23:37 No.13356082



    Adventurer: Amalgam of Barbarian, Fighter, Rogue, and Ranger. They have a wide range of possible 'builds', ranging from an armored weapon master, quick moving rogue, berserk stick waver, animal handler, or anything in between.

    Druid: Beings who serve a Djinn and are given limited command over law, relating to their specific master. They can take the form of elementals as they increase in power, and are bound by the often nonsensical tenets of their patron. Lizardfolk, due to their history with the Djinn, would never become a druid; unless he was seeking to produce a new dragon, that is.

    Mage: A mage is one who is able to open and close of trans-dimensional rifts, venting Chaos into the world and crafting it into whatever they desire. Those who master the creation of rifts to gather chaos in exacting amounts, taking only what they need, are called Wizards. A mage that either naturally came upon magical knowledge from intuition, or a wizard that did not finish his training, will have poor control over rifts(called a Witch), and will often release too much or too little chaos, putting his spell and immediate vicinity at the mercy of chaos.

    Warlock: A being who calls upon the various ineffable personalities of mortals that have ingrained themselves into chaos as a vestige of their former self. These vestiges are revered as gods, but have no power in and of themselves; they required Warlocks to have influence in the mortal realm.
    >> Anonymous 12/31/10(Fri)23:38 No.13356088



    Long, long ago, when the world was young, there was only Djinn to populate it. Being immortal and having nothing to do, they went about the task of painting the world as they desired. They painted beautiful oceans, violent volcanos, rugged mountains, arid deserts, and peaceful forests until they ran out of world to design. As the Djinn ran out of places to exert their influence, they began to paint over the landscape of other Djinns. The Djinns, outraged by each others treachery, go to war with each other, uninterupted for eons.

    But, one day Chaos spit out another race of sapient creatures: the Lizardfolk. The Djinn, scared of what these strange new beasts signaled, hid themselves away within the earth, the forests, the mountains, and skies. They waited and watched for hundreds of years, witnessing the Dwarves, Humans, Kenku, and Hobgoblins come into the world. Decades passed with little interference from the realm of Chaos, causing a few Djinn suffering from wanderlust to reveal themselves to the young races.

    And that's all I feel like writing right now. The rest of it comes out to: Djinn mate with Lizardfolk, produce dragons who eventually become stronger than the Djinn. Djinn start 'claiming' Lizardfolk so they can make armies of dragons to use to fight other Djinns. Dragons wise up, kill a bunch of Djinn, lay claim to the world, then eventually destroy themselves.
    >> Anonymous 12/31/10(Fri)23:39 No.13356105
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    Humans: Duh
    Dwarves: Also duh. A staple of all good race lists.
    Elves: Same as above, but almost omitted for being an acceptable target
    Kobolds: Adorable little fucks, good thieves, best friends.
    Goblins: They worship their fairy demon gods, but all around are bros, if you dont piss 'em off. Great mistresses.
    Homunculii: There always needs to be some sort of elemental race. I loves me some Homunculus.
    >> Anonymous 01/01/11(Sat)00:50 No.13356709
    >> Anonymous 01/01/11(Sat)11:27 No.13360322
    1) Humans, because we can be just as good or evil as anything, and players will understand human motivations the best. Other races sort of fear humans because we vary so much between individuals and are unpredictable. Humans are driven towards progress, developing new spells and technology alike, though they don't have the innate skills at such things other races may posses.
    2) The Sidhe. These guys look a lot like elves, with the addition of small horns and cloven feet. Humans in different areas call them elves, satyrs, or yokai. Magically inclined, and each of them tends to favor a single emotion as their entire worldview.
    3) Tolls. Also called ogres, orcs, oni, and giants. Slightly taller than humans, greenish or brown skin, horns, and thin tails. Builds average from sleek and athletic to hulking brutes. Trolls have a shamanistic, matriarchal society and claim to have been born directly from the trees and stones of the lands, though they now breed like any other race, with any of the races too, being just as interspecies fertile as humans.
    4) Goblins. AKA Gremlins, Kobolds, Kenku, Gnomes, and many other names. Every family seems to have their own set of mutations, giving each group the appearance of a separate race. Goblins excel at alchemy and engineering, leading them to be commonly employed by humans and dwarves for such projects. They enjoy practical jokes when not working, often using their aforementioned skills to set up humorous traps, and leading to the common image of goblins blowing themselves up or making things fall apart, and those who work with them quickly learn that being the target of a soot bomb or collapsing contraption aren't meant to harm them.
    >> Anonymous 01/01/11(Sat)11:27 No.13360326
    5) Dwarves. Not as spread out as the other races, dwarves don't seem to have many extra names. Build mining camps and are capable of producing above average metalwork. Their hair is somewhat oily and resistant to fire, leading those who work with hot metal to grow long beards for extra protection. Dwarves also develop machinery to aid them in their labors. A no-nonsense approach to life, taking great pride in good solid craftsmanship.
    6) Undead. Technically includes constructs too, which are mortal souls bound to artificial bodies rather than their own. This is the only form of resurrection possible. Does not affect one's personality at all. Most are created as servants and their free will held in check by magic. A common fate for those found guilty of harsher crimes, this group is either left in their own corpse, or given a weaker construct body to limit what damage they can do if they break free of control. Others are given this treatment as a reward, or adventurers just end up needing it at some point. If they keep their own bodies magic is used to prevent decomposition, while construct bodies will be more powerful. Dwarves often build powerful golems and bind the spirits of skilled foremen and workers to them so they may continue their work. Sidhe find the process crude and unnecessary. Trolls are typically uninterested, seeing death as a part of nature, though a few will take on bodies of wood or stone to stand guard over important sites. Goblins don't have much interest in it, though on occasion one will "upgrade" to a new form with lots of built-in features. Human views vary as much as humans.
    >> pork chop 01/01/11(Sat)12:06 No.13360493
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    1. industrialist high elves. strip the land, burn the forrests as long there is progress and money to be made. they have all there stuff spews smoke.

    2. muscle elves. think vikings men who act like victorian strong. they all have big handle bar mustaches.

    3. humans who have only just returned to the world but are in fact the ancient destroyers of civilizations they just dont know it yet.

    4. lizard men. there all a bunch of jungle freedom fighters viva la revolution! who will over throw anybody

    5. tiki wood elves. elves who use voodoo wear tiki maskes all that good stuff

    6. koblolds. who secretly run the entire world by controlling the other races bureaucracy and paper work.
    >> Anonymous 01/01/11(Sat)12:15 No.13360549
    Great, I've been thinking about making my own settng, feel free to comment.

    ELVES: The beautiful, the powerful, the insane. As a wise man once said: The best way to deal with an elf is to make sure he does not know of your existence.
    You can expect no mercy, no understanding and no sense from an elf. They are nature spirits and follow different rules if they follow rules at all. Not an antogonist/accepteble targets since they are just too strong for that. Sometimes they trade children with Ghul and Humans. The results is called half-elves. Either a disguised elven child raised by others or a human or Ghul child raised by elves. Results may vary. Greatest of heroes and worst of vilains.
    >> Anonymous 01/01/11(Sat)12:16 No.13360554
    DWARVES: A mysterious race of ugly little artisants. Very close to the earth and masters of all craft. Most of them live in mysterious underground cities where no non-dwarf has ever been. Outside of the cities live only traders and artisants. Female dwarves have never been spotted before and some theorise they dont exist at all (most people asume they live in the cities). No dwarven familly has ever been seen either. Only masters and students. Dwarves seem to enjoy nothing save for crafts, knowledge, ale and gold. Gold most of all.

    DRAGONS: A race of great power and dignity. Most of all, a race of great desire and hunger.

    Dragons spend most of their lives sleeping. A dragon may spend anywhere from five hundred to five thousand years in a state of deep slumber. While in that state,their spirit leave their body and they can affect the minds of lesser races by entering their dreams. Some Humans and Ghul venerate the dragons and offer their children as sacrifice so that the dragon may inhabit them while his own body is sleeping.

    The awakening of a dragon is like that of a volcano. They typicaly spend from 20 to 50 years in a state of constant hunt. Hunt for more food and hunt for more gold to sleep on. Nothing can ever satisfy a dragon's hunger for the furnace in his body consume all things.
    >> Anonymous 01/01/11(Sat)12:17 No.13360561
    Humans: a young race of wandering barbarians. Most of them live only from hunting and gathering but, in the last centuries, empires have begun to bloom. The dwarves rapidly emerged to trade with the new nations in hopes of profits to match those made with The Ghul. The Ghul, sometimes trade sometimes trade, sometimes kill, sometimes enslave.
    THE GHUL: An ancient race of lizardmen living in great cities and blessed with a knowledge of science (superior to humans but inferior to dwarves) and magic (they are pretty good at it). Slavery is common ground as is various types of religion for which the Ghul are always ready to fight. While some Ghul eat the flesh of humans just like they eat the flesh of others, most of them prefer trading with or enslaving them. Some Ghul see the emergence of human empire as a chance for great profit and numerous slaves. Others are wiser and remember that humans make such great slaves because they are bigger and stronger than any Ghul.
    ACH GHUL: Some Ghul have found the secret of immortality. They range from dictatorial, messianic leaders to mysterious hermits. All have magical powers which make even elves and dragons hesitate (dragons are usualy stronger but there is no use in fighting that hard for food).
    Sadly, their mind are not made for eternity. By the time they are 5 or 6 hundred years old, all are insane, remembering nothing of their youth and innocence, knowing nothing of the feelings and needs or ordinary people. Unfeeling and remorsless abominations.
    >> Anonymous 01/01/11(Sat)14:44 No.13361504
    >> Anonymous 01/01/11(Sat)18:28 No.13363287
    Maybe I broke a rule or missed a point but here it goes.

    The setting has Dragons being the only sapient race for the longest time. An alien race(ancient humans) show up and diversify it with magic and the always effective "shag everything that moves" method. Now there are several different sentient and sapient races, but for the most part they are referred to as a centralized race. For instance, An elf is referred to in this setting as a human, even though elfs are different from the vanilla variety human.

    Human:Vanilla, Dwarf, Elf, Giant,Gnome, goblin, orc, viera, gria, djinn

    Dragon:Vanilla, Lizardfolk, Kobolds, Drakes,Yuan-ti, [anthro dinosaurs]

    Furred(again, for lack of better term):Seeq, Nu-mou, knolls, worgen, [anthro walrus]

    Construct:Vanilla, Warforged,living armor, golems, elementals, Slime

    Plantfolk:Ents, [anthro flowers](roots as "feet", bulb as head, leafs and stems as arms).

    Birdfolk:Kenku, Owlfolk, raptors
    >> Anonymous 01/01/11(Sat)18:30 No.13363301
    I should say that elfs are considered humans, not referred to.
    >> Anonymous 01/01/11(Sat)18:35 No.13363350
    Humans: Because they breed like fucking rabbits.
    Goblins: Because all technology should explode whenever possible.
    Golems/Warforged/Mechfolk: Because some technology shouldn't explode.
    Dwarves: Because someone's gotta dig.
    Elves: Because someone needs to be arrogant and claim to be superior yet all other races managed to build what took them 900 years in only 200.
    Undead: Because fuck yeah zombies.

    If anything, mine would be Industrial Revolution-style fantasy. Dwarves mine and clear-cut, Mechfolk build and run the factories, Goblins gleefully craft and experiment, Elves run the impenetrable bureaucracy that is the government, Humans handle everything else and the Undead are just fun to have as a threat/menace to the working man.
    >> Anonymous 01/01/11(Sat)18:43 No.13363437
    Giants, Industrial Revolution England
    Humans, Aztec
    Stag-men, Mongolian Nomads
    Changelings, No central group
    Elf-Orcs, Matriarchy version of ancient China
    Unicorns, Sapient Horses, most roam the wilds.
    >> Anonymous 01/01/11(Sat)18:58 No.13363578
    Actually i change my mind, Aquatic Lizardfolk replace stagmen.
    >> Anonymous 01/01/11(Sat)19:00 No.13363600
    Humans: ambassadors, merchants, warriors and spies. General all-rounders. Largest of the races but also the most inclined to wage large internal wars.

    Elves: live in the far north, resistant to cold. Powerful mages, but rely on other races for trade. Splintered into many "nations" that roam the northern wastes. Cautious, but not xenophobic.

    Dwarves: engineers and architects of the highest calibre, but not just limited to living underground. With the collapse of some dwarven kingdoms many find home in human lands and serve as auxiliaries in human armies.

    Minotaurs: honour-based culture that is outright bad at innovation. Highly spiritual: the masters of large rituals and "brute force" spellcasting. Due to limited technology, arms and armour are greatly respected and are passed down the line for centuries.

    Warforged: rebelled against their human creators and, in a short and bloody war, absconded with the secrets of their creation. Seen as upstarts by elves and dwarves, but respected by the minotaurs. Vie for territory with elves and humans, but do booming business with the kobolds.

    Kobolds: A varied race that has never been considered a super-power. They are crucial to many trade agreements, however, and are very keen explorers and dungeoneers. Are better precision craftsmen than the dwarves, but shun megaprojects. Master trappers.


    Magic is the manipulation of energy that exists naturally and flows along waypoints in the World Rune. Spirits are mobile conduits for this energy and can be called upon to supply a caster. Spirits are the residue of dead sentients, although only very powerful beings can remain sentient after death. Methods practised by minotaurs and elves allow powerful casters to briefly leave their bodies as spirits.
    >> Anonymous 01/01/11(Sat)19:03 No.13363632
    1) Dragons
    2) Unicorns
    3) Beholders
    4) Aboleths
    5) Grell
    6) Nagas

    I call it The World Without Thumbs.
    >> Anonymous 01/01/11(Sat)19:05 No.13363654
    >my face when all the generic fantasy races in users' posts


    >> Anonymous 01/01/11(Sat)19:06 No.13363671
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    >> Anonymous 01/01/11(Sat)19:10 No.13363718
    Yeah, uh, this.

    Although I blame Tolkien.
    >> Anonymous 01/01/11(Sat)19:21 No.13363859
    The standard fantasy archetypes cover basically every worthwhile possibility, except for trivial cosmetic changes and great whopping injections of stupidity.

    If you really want to, you can write a five-page essay describing your fantasy race, but people will just say, "Oh, so it's wood elves with dog faces that use mummified human babies for money."
    >> Anonymous 01/01/11(Sat)19:28 No.13363964
    Human: You need them.

    Wood Elf/Standard Elf: Required "Nature/Primal Magic" race.

    High Elf/Eladrin: Required "Arcane Master" race.

    Dark Elf/Drow: Required "Dark Magics/Shadow Magic" race.

    Half-Elf: Required when you have elves.

    Dwarf: Required "Divine Servant/Cleric" race. Also, fuck yeah Dwarves.

    Why so many elves? It's easier to present a unified story of how the many different types of magic exist if you can tie their respective originators together.
    >> Anonymous 01/01/11(Sat)19:45 No.13364174
    Halflings: Because I like them, and they're really the best substitute for humans, while still having a niche. They mostly live by acting as a middle man and staying out of lands anyone wants too much
    Hob-Goblins: Sort of imperial role. Might try to cram in goblins in there as well as a sort of lower caste sort of race
    Hill Giants: More on the hill end of things. Mostly just hulking characters that might lead a war band or control their own city of some smaller race. They simply don't like their own company and either isolate themselves or work with other races.
    Gnomes: just Dwarves and elves combined. Long lived, craft obsessed, magically adept, underground and keep to themselves
    Triton/Merfolk/Aquatic Elves/Whatever: The biggest empire everyone cares and knows so little about.
    Trolls: Immortal, stupid, and people eating. More of a natural hazard if anything
    Well nothing says magic campaign than a list of races that is completely defined by it
    >> Anonymous 01/01/11(Sat)20:03 No.13364421
    You guys are idiots. The old races done in new ways are better than new races done in weird ways.

    This guy is correct
    >> Technomancer 01/01/11(Sat)21:28 No.13365404
    Whow, a tl; dr one.

    let's go for a far-post-apocalyptic one, around medieval-to-renaissance level, depending on the races.

    Magic is a reality-bending ability, depending solely on willpower and the ability to negate the world as it is. that's why most magi-users are paranoid, autistic or egomaniac.

    Humans. Your regular barbarian nomadic tribes. Most of all are quite defiant towards civilsation, as their legends tell of its cataclysmic failure. However, some of them live in dwarf cities, some became warlocks, and some got enslaved by vampires.

    Dorfs: Abhumans, descendants of those who wanted to preserve civilisation and technology. lthough they went through several cultural/tech regressions, they still try to make technology and civilisation progress and rely solely on what they managed to save or createby themselves. They have to suffer the constant threat of warlocks and elves, who respectively envy their possessions and hate their consumerist mindset; that is why most dorf cities have grown militaristic, sometimes creating whole empires. They never use magic openly, even if there were a few dwarf sorcerers.

    Elves. Abhumans who returned to a near-feral state, they have no technology beyond bone-crafted weaponry, and are openly xenophobic, since they believe that every thing must be recycled and not consumed, which results in ritual cannibalism and necrophagy (which compensates their long lifespan and ability to quickly procreate) and raiding other races to.. well.. eat them. Their shamans use a life-death-realted magic, that they believe to be fueled by their cannibalistic habits (which is thus incidentally true). They are feared of hated by nearly every other race.

    continued in the next post.
    >> Technomancer 01/01/11(Sat)21:30 No.13365427
    Warlocks. Not really a race, more like a community of half-nomadic magic-users from any origin, who at some point found the ancent hidden city of the icy south and used its secrets to warp their minds and bodies in a similar way. They all crave power, often compete between each other, but want to remain as secret as possible, which is why they live in relative peace with each other, and wage war thanks to enslaved beings. Being mages, they are above most earthly needs, but use the city as a common infrastructure and share the same culture. Some travel around the world in small groups or alone, and reveal their identity only to the Homonculi, that they consired fascinating and trustworthy.

    Vampires: The last generations of an ancient breed of genetically-engineered soldiers, now a handful of degenerated, parasitic, megalomaniac, magic-using conquerors whorule over the human tribes they managed to enslave. They have cordial but distant relationships between each other, and share the same goal: to rebuild the long-lost human civilisation as they believe it was: with Vampires as the aristocracy of a victorian-like society. So far, only one vampire managed to found a viable society, others regularly failing. They trade with dwarves and tried to warn them about warlocks, which they are the only ones to know about in this part of the world. They despise elves, rival warlocks in their search of power, and consider homonculi the same way they consider humans.

    cont in nex post
    >> Technomancer 01/01/11(Sat)21:33 No.13365457
    Homonculi: another resultof genetic manipulations. They are a collection of biotechnology-using subspecies that grew isolated in the far-west, without knowing about technology or magic, and consituting as many rival nations as there were species. When they met dwarves and warlocks, they became utterly fascinated by these, and put their inner griefs asides so as to reproduce the civilisation and achievements of other races. This often implies raiding them to find experimental materials and documents, with the notable exception of warlocks; and Vampires that they consider another subspecies.

    As you see, the main thread behind this background is the legacy of civilisation and the newly-discovered magic, and how each race deals with it. Could make an alignment system based on this.
    >> Anonymous 01/01/11(Sat)21:37 No.13365518
    Wow, completely forgot to post it.
    Halflings are the smallest of the races, and the most devious. There are two main aspects to the upper class that lives on the lower class like a parasite, sucking the life out of them while fueling themselves and the poor lower class that are lucky to see gold in their life. The nobles rule through fear, oppression, and through the powers the Halflings acquire through the domination of powerful beings beyond the veil of reality. The exact nature of the creatures that the Halflings imprison and subjugate is unknown, some goblins say it might be spirits, other say they are demons or horrors from beyond the stars, whatever the case may be the creatures are horribly deformed and go through much suffering before giving the Halflings their power. Halflings are small, and with very symmetrical features, but they tend to have aquiline features especially the nobility. The aristocracy is full of deceit and trickery, assassins are common with everybody trying to secure a higher standing for themselves in the Halfling senate. Although the senate at one point represented the people but those days are long gone and now all they serve are themselves.
    Field too long hang on.
    >> Anonymous 01/01/11(Sat)21:38 No.13365527
    Slavery is common in Halfling cities with many slaves from all the other races used for various tasks, a coliseum is also in the main Halfling city where the other races are made to fight to the death. The Halfling cities are sprawling places of crime and poverty, hushed whispers, and the sounds of music and raucous laughter. The goblin’s region rains most days of the year and lightning storms are common. Goblin architecture we would recognize as roman in origin. The degradation of Halfling culture many attribute to the strange creatures that the aristocracy has imprisoned, some say in hushed voices that this is their revenge. There are very few Halfling mages who possess the powers of death but those that are born are the most powerful of the mages capable of controlling pestilence, aging, decay, and many of the other ways in which mortals are taken into death’s cold embrace. The few mages who are born are quickly hired by the nobility as assassins and the few mages who exist must closely guard their identity or risk being targeted by other assassins or being forced to work for the nobility.
    >> Technomancer 01/01/11(Sat)21:48 No.13365625
    wtf, man, moar!
    >> Anonymous 01/01/11(Sat)22:16 No.13365897
    Humans - Like everyone says, can't be ignored.

    Goblinoids - I like them over orcs and on par with gnolls. May be merchants and the like, but mostly a subservient race.

    Lizardfolk - Can be adapted to most areas easily. Desert, Ocean, Swamp, Jungle. Mostly just a simple people who focus on community.

    Elves - I don't think they can be ignored, but I'd have them as Maori-esque savages/barbarians.

    Dorfs - Secretive and hard to gain trust from. Racist outside themselves seeing others as pitiful. These would be the bureaucratic slavers.

    Sahaugen - Killed off the merfolk long ago and now inhabit some of the old merfolk cities. Different variates lives at different depths. Siren's are the spirits of long gone merfolk calling for help.

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