Reaperbryan Posted August 14, 2015 Share Posted August 14, 2015 In my world the races are modeled after Earth cultures. So the Warforged are Vikings (Made for war, "birthed" from Yggdrasil - the Creation Forge), Elves are Indian, Half Elves Egyptian, Shifters Are Native American (with one variety being the northern and the other being the Aztec/Inca variety) etc. My Kobolds are wily scots, almost universally loved by my players actually, probably because I play them for laughs. Quote Link to comment Share on other sites More sharing options...
sirgourls Posted August 15, 2015 Author Share Posted August 15, 2015 In my world the races are modeled after Earth cultures. So the Warforged are Vikings (Made for war, "birthed" from Yggdrasil - the Creation Forge), Elves are Indian, Half Elves Egyptian, Shifters Are Native American (with one variety being the northern and the other being the Aztec/Inca variety) etc. My Kobolds are wily scots, almost universally loved by my players actually, probably because I play them for laughs. Why Egypt for Half Elves, if I may ask? Quote Link to comment Share on other sites More sharing options...
TGP Posted August 15, 2015 Share Posted August 15, 2015 I've had several home-brew campaign settings.. Same here. But I don't think I have been as creative as most of you. There was one setting where I decided goblins-hobgoblins-orcs-ogres were all variations of one species so I just combined the MM entries: all the weapon mixes, hit point ranges, colorations, from all four types. Mixed groups with various sizes were the norm. There was another I was working up, but never used, but I had decided —just to be different— there were no orcs and no dwarves. That whole eternal dwarf v. orc war was not a thing. Unheard of races. Not available for characters. 2 Quote Link to comment Share on other sites More sharing options...
Reaperbryan Posted August 18, 2015 Share Posted August 18, 2015 In my world the races are modeled after Earth cultures. So the Warforged are Vikings (Made for war, "birthed" from Yggdrasil - the Creation Forge), Elves are Indian, Half Elves Egyptian, Shifters Are Native American (with one variety being the northern and the other being the Aztec/Inca variety) etc. My Kobolds are wily scots, almost universally loved by my players actually, probably because I play them for laughs. Why Egypt for Half Elves, if I may ask? Close geographically to India (in that they occupy the entire Middle east, but visually identify as Old Kingdom Egypt). It lets me use the Egyptian motifs, and the middle east sits on the boundaries between India and Europe (where the dwarves and humans come from). I dislike half-elves as "halfbreeds" because I feel like that robs them of cultural identity, so I actually have them as a elven variant race, like wood- high- or dark- in most settings, simply add half-, and the term Half Elf is a human pejorative for them. Other elves call them Elves, and the High Elves (of India) are Eladrin. Elf players may choose Half-elf, Eladrin, Elven (which in my campaign means wood elf which means Central Africa/Darkest Africa), or Dark Elf Which means Nubian. I'm using normal terms, but in reality to ME it's Elven, Wood Elf, Eladrin, Drow. Quote Link to comment Share on other sites More sharing options...
Flamehawke Posted August 18, 2015 Share Posted August 18, 2015 <p> The quirks of my homebrew world? Gods will talk to you and even have some drinks with you (but they will not fight alongside you), though you may not know who they are I have 5 defined planes: Celestial, Fiendish, Fey, Elemental(may rename Primal), and Mortal I prefer to remove alignment for most mortal races (includes dragons). Outsiders still have an alignment as it defines where they call home Mortals choose the paths they walk and that path dictates which plane they end up on after death (If any) Lycanthropes have their own kingdom and they raise their non-lycan children alongside the lycan Gods have homes on the Mortal plane as well and can be found there Drow are just elves who live underground (and have strong trade ties with dwarves) There are dwarves who wield magic routinely and have created a massive city using magic in the desert aboveground There is indoor plumbing, banking[connected], Heating, and Cooling (a bit pricey, but doable. Indoor plumbing is almost required by many places as it takes care of so many issues) I'm quite curious about the magical dwarven city floating over the desert! What do you want to know? 1 Quote Link to comment Share on other sites More sharing options...
BadgersinMeadows Posted August 29, 2015 Share Posted August 29, 2015 (edited) One of the things in my world is that everyone has a 'gray' morality, and the gods don't care about the world, and the gods and their enemies resolve all their conflicts with sentient dice, and sometimes these dice fall into the mortal world, and they generally become objects of worship for cults, and make nice dungeon bosses. Edited August 29, 2015 by Lord_Ashenwyte 2 Quote Link to comment Share on other sites More sharing options...
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