i don't care for most implementations of fantasy races and i honestly find it almost gratifying how much flack WOTC is getting for more or less perpetuating the tropes first codified by noted racist gary gygax without trying to change them at all until they were forced to.
all of my complaints about how most d20 games do fantasy races have been said a million times by people more eloquent than me. races with stat boosts are not only like, uh, pretty racist, but boring. you're actively de-incentivizing players from playing against type and that sucks. "monstrous races" is like, in the top ten most loaded phrases derived from the entire field of tabletop gaming. no one with the exception of like, 1) the guy who wrote eberron and 2) paizo seems to be capable of even beginning to address the concept of some groups of fantasy races being deemed unpeople by the neutral, objective voice of the dm's guide.
that being said, i still wrote a list of the six "standard" "races" (species? maybe, but species sounds closer to sci-fi. ancestry? maybe but that's like not really accurate to this. i'm leaning towards "kin".) / "kin" of cairn, the fantasy setting i've been writing for the past couple of years. no stat bonuses of any kind. i have a very high minimum threshold for what necessitates establishing something as its own kin, and i wish i could put it into words more elegantly than "they have to be wildly physically different and potentially magically different as well." most kin bonuses and drawbacks are explicitly magical in nature, and those that aren't are weird enough to may as well have been. i'm not going to write out rules for stuff like half-elves or half-dwarves because there's technically no "humans" and because of that i'd have to write, what, 15? new things and i don't even know if i want to establish if half-elves are even possible and it's never really come up for me personally and i'd much rather just leave it up to the dm. your call. if a player asks to play a half-dragonman then say sure and write something up for me and let me know how it goes.
PLEASE CLICK THE READ MORE BUTTON.....IT'S A LOT LESS NOTICEABLE THAN I EXPECTED LOL
1: KITH - THE CHILDREN OF TERN
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| Nasir from FE:9 |
- At character creation, choose a specific variety of tool or instrument. Chisels, violins, fishing nets, hoof knives, etc. You were born proficient with this tool, and, once per week, can ask a tool of that variety a question. Tools are pretty single-minded, can remember about a week into the past, and can generally only answer questions about their usage or the vague details of past users.
- You start knowing the language of whatever animal you have the features of. If you just look human, base this off of what your parent's look like. Just because you know an animal's language doesn't mean they'll be friendly with you.
- Wolves hate you more than other kin. When meeting a wolf, their reaction to you is lowered by one step, even if you speak their language. Umraut considers kith to be traitors for developing civilization, and wolves are her angels. This drawback can be nullified if you do something for wolves as a whole, or join the cult of Umraut.
2: OGRES - THE CHILDREN OF OGRAM
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| An orc from Allods Online. Forgive me for not having a better picture from an ancient, niche, Russian MMO. They're like this but taller and with horns. |
Ogres, or ogramda, claim descent from the wheel-deity Ogram, or Div to some. Most ogram cultures are migratory, moving seasonally to feed their herds of trumpetbills (fantasy hadrosaurs). These cultures consider the act of traveling to be a holy act, a celebration of their deity's bountiful gifts to all ogramda. Even sedentary populations of ogres will uproot en masse every few weeks to go on an aimless, circular pilgrimage, exulting in the act of movement. While not as populous as kith, their travels make them just as widespread across Cairn, and most nations keep their borders open for ogram caravans in order to take advantage of the trading opportunities such caravans present.
- If you're outside, and there's no sort of magic impeding your sense of direction, you can't get lost. Ogres have the same sort of deal that some species of pigeons do, and can detect the magnetic fields generated by Cairn in order to keep their bearings.
- You can talk to wheels. Generally this means you can just ask where they've been and they'll tell you a list of directions they've gone in over the course of the past day.
- You can't fall asleep inside a building unless you're drunk, sedated, or injured. It feels unnatural. Caves and underground dungeons don't count if you're camping in them, but camping in aboveground buildings (like a wizard's tower) counts.
3. DWARVES - THE CHILDREN OF CAIRN
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| some dwarves i doodled while failing to fall asleep |
- If you put your ear to the ground, you can hear what is buried beneath you up to a depth of 50 feet.
- You can see the shapes of things in the dark up to 30 feet. This isn't technically sight - your beard is picking up the movement of air surrounding you and you can use this to tell what's around. This can't pick up colors, obviously.
- Crossing aboveground rivers causes 1d4 damage to you per round spent crossing them. This damage isn't applied if you're unconscious, and the ocean doesn't count for some reason. The damage is caused by stress and isn't physically apparent. No one really knows why this happens, but some fringe dwarven theologians see it as an unconscious response to seeing Cairn's body bleed water.



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