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===New World Races=== ====Earth==== =====Humans===== Standard Humans, but with the twist that they got mass-[[isekai|isekai'd]] to Yrth. Currently divided into several different governments, which include Catholic empire Megalos, Catholic Feudal wild west Caithness, Shi'ite Islam Al-Haz, Sunni Islam Al-Wazif, semi-protestant Tredoy and Cardiel, and vague asian Sahud. ====Gabrook==== Gabrook is a desert world, one with average to high mana and arid deserts. The Banestorm has swept people from Gabrook on three occasions, twice on the 11th century and once in the 12th. =====Goblins===== Goblins on Yrth aren't the standard cannon fodder or always-evil race that many settings portray them as. Rather, goblins are portrayed as quick adapters, fitting well into most human societies. They are extremely extroverted, naturally curious, and rather bright and clever, and this has given them some serious clout in human society. Even though some established the Goblin Kingdoms, these soon got absorbed into Megalos. Depending on the region, goblin communities will adopt the dominant religion. But the real things that appeal to goblins are commerce and magic. There is a city composed 60% of goblins, and it's a mercantile city with a lot of goblin wizards. * Hobgoblins Hobgoblins are a subspecies of goblins that arrived with the goblins from Gabrook. Unlike their extroverted, charming and intelligent cousins, Hobgoblins are brutish, dim-witted bullies. Many of them eschew civilization entirely, preferring to live out in the wastelands in hunter-gatherer tribes. Those that do live in the cities tend to be servants to the goblins. * Kobolds Kobolds, unlike [[D&D]] Kobolds, are not dragon-folk, reptilian, or even dog-like. Rather, they are another distant cousin to the goblins, with blue skin instead of green. They tend to be rather weak, incredibly dumb and easily distracted, to the point that they're infamous across Yrth for their uselessness. The book confirms this by giving them the [[FAIL|lowest possible points for a racial template.]] So, in general, Kobolds kinda suck. =====Reptile Men===== The Reptile Men are the only non-goblinoid species to come from Gabrook. They are deeply mistrusted by everyone, due in part to the tendency for wilder reptile men to eat humans, orcs, and goblins. Humans and orcs from the Orclands tend to hunt them down as well and wear their leathery skin as armor. They are currently settled in the deserts of Yrth, those being the Great Desert between Caithness and the Orclands, or the Islamic deserts of Al-Haz. In Al-Haz, they at least have adopted Islam and aren't [[murderhobos]] eating the flesh of other sapient beings. The same can't be said of the reptile men of the Great Desert, who often raid their neighbors in Caithness and the Orclands for food, and are extremely savage. ====Loren'dil==== Loren'dil was a world of pleasant rolling hills and plains with some dense forests, with trees that sometimes pierced the sky. All residents from Loren'dil came a thousand years ago, and no new arrivals from Loren'dil have arrived since then. Many former Loren'dillians find human farm animals disturbing; Centaurs balk at horses, and minotaurs tend to kill bulls on sight. =====Centaur===== Centaurs are the basic archetype of centaur: horse body with half a human body extending from the neck. =====Giant===== Giants stand at nine feet tall, with the musculature to back it up. Some have strange characteristics, like [[Cyclops|having one eye]], two heads, or some other mutation. They prefer to live outside of human civilizations for the most part, since most things built for humans are undersized for giants. Most prefer the Nomad Lands or the Orclands. As a whole, they hate being compared to ogres, since ogres are idiotic, savage brutes, while giants see themselves as nothing like them and just want to be left alone. Some humans, however, just see giants as less ugly ogres; they get angry just as easily, though they don't eat people. Most giants and humans just don't get along, mostly due to size differences. =====Halfling===== Halflings of Yrth tend to be a lot like humans, and set up similar societies. They mostly just live in smaller villages outside of bigger cities. They're rather weak, and don't make for the best soldiers, but they are excellent neighbors due to their hospitality. Most people get along with them easily. =====Minotaur===== Minotaurs of Yrth are the archetypal minotaurs, with a man's body and a bull's head. They tend to be solitary, aggressive, territorial, and oddly carnivorous. Most other people don't like them as a result, and minotaurs don't like other people either. As a result, most of them live in the wilderness alone. A rare few live in the cities of mankind and even stop eating people, but they never quite shake off their bloodlust. Some academics believe it's genetic. ====Olokun==== Whereas Loren'dil was a planet of great plains and forests, and Gabrook was a planet of hostile deserts, Olokun was a world of oceans. There were a precious few small continents, but the violent oceans of Olokun often bared small islands only to flood them again later. Most species on Olokun therefore evolved to be able to breathe air despite living mostly underwater, so they wouldn't "drown" above water. =====Merfolk===== Merfolk are half-human from the waist up and half fish from the waist down. They move gracefully in the water, but can only crawl around on land. Their relations with other races tend to be minimal, since they live exclusively in the oceans and seas. That's not to say they ''couldn't'' get along, but they are much more likely to make friends with the underwater folk. They get along with dolphins and enjoy the company of Sea Elves. However, they don't get along with the shark men. At all. They didn't get along back on Olokun, and they don't get along on Yrth. =====Shark Men===== The shark men came from Olokun as well, but they come from a different sort of background. They aren't necessarily evil, and some even get along with the humans of Sahud as trading partners. However, to most other people, their culture is impenetrable and confusing, not helped by the fact that many shark men are isolationist and underwater. Thanks to this, they tend to be labeled as monsters, not helped by their reverence of the [[Lovecraft|old shark gods]]. =====Octo Folk===== Octo Folk are not humanoid like most of the other playable races. They are near identical in appearance to the octopi of earth, just larger, about 7 feet tall. However, they are very intelligent, and have reached a tech level about on par with the Roman Empire, all while remaining cut off from most of the other peoples of Yrth. Don't expect to interact much with the other folks if you choose to play an Octo Folk, especially given how you're locked to the sea. Ideal for ocean-bound campaigns, not much else.
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