So I am sticking with some of the basic races from the player's handbook so far, but with some tweaks. here are my rough ideas so far.
Humans: as per normal for racial abilities. Culturally, i am thinking that the human's had a large and powerful empire that collapsed due to an internal power struggle, and now humanity is rebuilding. Still kinda open at this stage
Elves: this is more an overhaul than a tweaking. I am scrapping the idea of elves being master arcanists, and i am instead focusing on their role in the natural world. Mostly druids and rangers here. I am creating 4 sub races, each representing a season (Spring, Summer, Autumn, Winter), with slightly different abilities and base personalities. I have an idea on changing how they reproduce as well, but more on that later.
Dwarves: Slight changes to abilities, the most important being the removal of those that focus on them being subterranean miners. I would imagine that this was a previous role, but now dwarves have moved to the surface and are similar to humans in many respects, but still have an important clan structure and caste system.
Gnomes: Now the major arcanists of the bunch. more neutrally aligned and dispassionate now, and ruled by a magocracy.
Halflings: most (but not all) sorcerers are halflings. Naturally magically gifted, but prone to quirks and in extreme instances, insanity. Will be given a few unique and strange abilities. Very chaotic individuals.
I don't really see a place for half elves or half orcs in this setting at this stage.
Keep you posted.
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