Jodah
2012-04-06, 04:26 PM
I am hoping someone can point me in the right direction. I am making a world but if there is one thing I am no good at it is homebrewing races, so I turn to you. If you know of any homebrews out there (or any official races) please direct me.
I am breaking up the races by regions/climate (be warned, some of these have been re-fluffed. stats will remain the same)
Anywhere: Humans, Azurins, Karsites, Changelings, Tibbits
Forests: Adu'ja, Spryte (from Arcana Unearthed - ignores the need for the previous form), Phanaton
Swamplands: Diabolus, Grippli, Kenku
Plains: Catfolk
Mountains: Menta Cyclops, Raptoran
Coast/Sea: Darfallen, Hadozee
I have already moved the grippli from being forest dwellers to swamp dweller (a flavor shift that seems to work fine, but I would rather not have to do), but I want to have at least 3 races per climate type. This means I need at least one more coastal dweller (but not a waterbound race), at lease two more flatlanders, and preferably one more swamp dweller. I really want to avoid hit-dice and LAs over 2.
The world has a more fantastical feel to it, with strange forms of magic (i.e. no standard spell-casters besides bards, but does include incarnum, blade magic, binding, shadowcasting, invocation users and truenaming). Many of the races are anthropomorphic already, and I am fine with that - but I am also fine with more unique creatures. I do want to avoid some fantasy tropes though, such as having elves and dwarves and other almost-humans around. I have a small prejudice against them, but I think they would feel out of place in this world anyway.
Many thanks.
I am breaking up the races by regions/climate (be warned, some of these have been re-fluffed. stats will remain the same)
Anywhere: Humans, Azurins, Karsites, Changelings, Tibbits
Forests: Adu'ja, Spryte (from Arcana Unearthed - ignores the need for the previous form), Phanaton
Swamplands: Diabolus, Grippli, Kenku
Plains: Catfolk
Mountains: Menta Cyclops, Raptoran
Coast/Sea: Darfallen, Hadozee
I have already moved the grippli from being forest dwellers to swamp dweller (a flavor shift that seems to work fine, but I would rather not have to do), but I want to have at least 3 races per climate type. This means I need at least one more coastal dweller (but not a waterbound race), at lease two more flatlanders, and preferably one more swamp dweller. I really want to avoid hit-dice and LAs over 2.
The world has a more fantastical feel to it, with strange forms of magic (i.e. no standard spell-casters besides bards, but does include incarnum, blade magic, binding, shadowcasting, invocation users and truenaming). Many of the races are anthropomorphic already, and I am fine with that - but I am also fine with more unique creatures. I do want to avoid some fantasy tropes though, such as having elves and dwarves and other almost-humans around. I have a small prejudice against them, but I think they would feel out of place in this world anyway.
Many thanks.