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Re: A complete N00bz first try at world-building...
This is a little off-topic, but I've decided to allow Binders in this campaign world. They'll be less Lovecraftian "Dealers with tortured souls beyond the reach of gods." and more ancestor-worshiping people who can summon and ask the favor of the spirits of their ancestors. This is mostly because of the Soleh, as they're fairly ancestor-focused, and the Vallheim could do the same thing and call it be a different name. I plan to go through and systematically refluff all the basic vestiges from the ToM, and include some online ones for flavor. Just wanted to have that cleared up.
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Re: A complete N00bz first try at world-building...
Yup. Followed, tracked, already knew. ;). I'm just awesome and stalker-y that way. Saw your thread about bindings.
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Re: A complete N00bz first try at world-building...
Wow, well done. I'm having a bit of trouble finding any reliable or motivating stuff on Hawaiian history, so I'll move on to vestiges, dwarves or Urgals.
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Re: A complete N00bz first try at world-building...
Dwarves would be my pick. My only fiat is: no CLICHES. None. We need to find some way to re-fluff them or something, but it shouldn't be standard Tolkien Dwarves.
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Re: A complete N00bz first try at world-building...
Well for one thing, I'm making them all entirely, 100%, no-holds-or-beards-barred hairless. Yes, even those hairs. Not that it should ever come up, but still. I'm giving them a bunch of crunch-based bonuses to using spears (can wield regular old spears in one hand, consider shortspears a light weapon) and removing weapon familiarity with Ugroshes and waraxes. If you're in a state of constant war with something 4 feet taller than you, a weapon on a stick makes sense.
I plan for them to be fairly mountain-man style trappers, hunters and such, selling fur to the Vallheimers and Soleh, a little. If you had no hair, you'd want to steal an animal's fur too. They're not very dense, population-wise, which breaks the trope of "every dwarf ever lives in/under this same mountain with all the rest.", although they do have a couple of cities.
They usually live in groups of 5-25, in small, semi-isolated farms in the wooded northern part of the Appalachian mountains, with a half-underground cabin (helps with insulation) or two, some outbuildings, a truck garden, some small animal pens and sheds. They train at least one person out of five for combat, using throwing spears, atl-atls, and other weapons on sticks to help them shake their disadvantage of being shorter than everyone else. They have fairly strong prejudices against magic, binding and those that use either, mostly because they simply don't understand it and have no desire to. During the wars that drove the First People over the river, they remained steadfastly neutral, refusing to participate, which is a trait they continue to possess. It is not uncommon for a Dwarf settlement to have a gnome or two present, as some escape both the slavers and Urgal-inhabited territory to the south to reach a promise of freedom, although most live in the few dwarf cities. They are frequently hired on as smiths, which is a trade the dwarves have a bit of trouble learning, but the gnomes practice with skill and pride.
That's about all I have figured out for now, but there might be more. I believe I broke about four tropes there (no beards, no axes, no big cities-under-mountains, and not great smiths), but that wasn't my goal. I just created a part of a world and that's how it fell into place.
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Re: A complete N00bz first try at world-building...
Having kidnapped borrowed Tome of Battle from my friend, I've decided to make the classes within (except crusader) available to players, but in a very limited way. The classes with essentially be story-based PrC's, with few crunch-based requirements but unavailable to a player who just comes up with "Hurr then I learn blade magic that nobody else knows durr". Learning such a complex and disciplined style of combat is possible only from a master of the art, only present among the First People west of the Fogbound River. I plan to use the default story given in the ToB as a guide, and have the temple/monastery be set in the Rocky Mountains. This makes being a martial adept possible, but by no means common or easy. This probably won't come up in play, but it's an option.
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Re: A complete N00bz first try at world-building...
Ok, cool. I like the trope-breaking, by the way.
And, too, very good on re-working those complex classes. I think this world is developing a feel of its own.
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Re: A complete N00bz first try at world-building...
Yeah, I thought they might over-power the other classes if they were too easily available. Maybe I'll let players trade in levels of fighter, paladin, or ranger for levels of a martial adept class, if they make it across 1. the river. 2. the uncooperative and non-too-friendly, if not openly hostile First People, 3. A bunch of centaur-peopled plains and 4. the Rocky Mountains. A bit of a challenge there. What shall we do next? what else should we have before I post this as a semi-completed setting? I'd like to do a couple of religions, the Vestiges, the Urgals and the Carribean before I post the completed entirety. Oh and i'd like something to call this setting as a whole.
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Re: A complete N00bz first try at world-building...
Btw, nice avvie. Who did it?
As to names, it depends on how you want the world to feel, really. Epic? Re-history? Magical? Dark and hopeless? Like the real world? You get the idea. If you know what you want to try and communicate with your world, you can communicate it even better with a perfectly chosen name.
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Re: A complete N00bz first try at world-building...
I'd like to have a name that wouldn't seem too horribly out-of-place on any map in the real world, if maybe not entirely normal for our time period. I'm thinking something that a common person could pronounce easily, and is fairly simple. Think about where you live. I live in a town called Corvallis. simple, easy to pronounce, etc. State's called Oregon, and it's easy enough to say. (Pro tip: it sounds like "Or a gun"). Any normal civilization doesn't give their land a name that's too hard to say, conveys a negative feeling or clashes with their own speech patterns. Because there's about eight languages people can learn east of the Fogbound River (Dwarf, Gnome, Urgal, Tala, Soleh, Sunshani, and Peranti, plus a Trade Language that most people can speak with a level of fluency), that last bit will be somewhat difficult.
TL;DR version: The name should be easy to say, kinda short (about 3 syllables, 4 max), and not carry any major connotations, especially negative.
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Re: A complete N00bz first try at world-building...
Hm. So you're looking for an American-sounding name, something like "Ironcastle" (only significantly better)?
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Re: A complete N00bz first try at world-building...
Yeah, American-sounding is good. Ironcastle is a little more place-specific, like what you'd expect a single town or, say castle:smalltongue: to be called. I'm looking for something a little more general, like along the lines of Anitca. That's not quite right, but Patria sounds better. (behind the curtain hint: It's latin for homeland). What do you think?
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Re: A complete N00bz first try at world-building...
Ya, I take Latin. Patria/ae could work. "Patriae" would probably sound too Latin, though. Patria works. Although, the letter "P" is a very odd one... Hm.
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Re: A complete N00bz first try at world-building...
What's odd about it? I feel like although it isn't that common in English, the letter P isn't so uncommon it's weird to say, and there's enough different languages it would blend in with most of them, aside from maybe Dwarven and Urgal. But I'm curious what your thoughts are on this.
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Re: A complete N00bz first try at world-building...
The issue with me is just that it's one of those Inherently Funny letters, that just sounds a little bit humorous. Also, "ia" personally reminds me of dinosaurs, etc. But that might just be me.
Another thought (from Latin): Vinco. Means "victory", although I'm not sure about how that C works.
All in all, Patria is fine, it just has a certain sound.
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Re: A complete N00bz first try at world-building...
I think I'll use it was a working title, and change it up if something better comes along. For future reference, never discuss the naming of places with history majors or poets. or both, especially not both. Moving on, then. I guess that all that's really left is Urgals, and maybe a little more on Soleh. I'm tempted to take over for Arachnos on that, because he's kinda gone. What do you think about ancestor-worshiping, highly religious Scottish/Welsh/Irish kilted badasses? With some binders thrown in for fun, and because I want to sneak some video game references in there. What else really needs to be done before I can complete this?
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Re: A complete N00bz first try at world-building...
I like it. Scottish? Awesome. Kilted? Hoh yeah. Badass? Well, duh. The rest of it just comes naturally. :smallwink:
Honestly, only the Urgals.
Question Crunch-wise: would we need a gore attack or something like that? And would they be playable as PCs?
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Re: A complete N00bz first try at world-building...
Lessee... a gore attack, or maybe a natural armor bonus, but not much of one. Or I could take an Orc, give them a 1d6 gore attack and call it a day. I think Half-Urgals might be a possibility, but a very rare one. A player would really have to go to town on an awesome backstory before I'd ok one. And there'd be a lot of drawbacks, mostly social. Mostly, I just want a political and social structure for them.
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Re: A complete N00bz first try at world-building...
Ok. The one issue is that they seem like they'd be similar to the Soleh. My thought is: let them take the role traditionally assigned to Dwarves. The ultimate irony, no?
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Re: A complete N00bz first try at world-building...
2 Things:
1. How would that make them like Soleh?
2. You mean being bearded, beer swilling, semi-racist hard-rock miners? I was leaning more towards a dichotomy with them and the dwarves like American mountian men and Native Americans, but substantially more open in their conflicts. But I suppose we could work in threads of both. Actually, if we could blend those decently, it sounds good.
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Re: A complete N00bz first try at world-building...
One of the more interesting, fluffy parts of this project is creating the religions. Soleh is started, but that's about it. I'd like to have a fairly interesting pantheon/religious system, such that players might still follow a deity in a world without clerics. Also, and this is the big one, I am dead-set that nobody is able to prove the existence of their deity. This is completely non-negotiable. A binder might summon the spirit of an ancestor or other spirit, but not a full-fledged deity with a divine rank. (not a fan of that system, by the way.) I'd like to have maybe three belief systems, perhaps one Christianity-esque one with a single, omnipotent, omniscient, benevolent, everywhere and everything divine creator, and believe that there is only one face to
The other might have what appears at first to be a massively large, varied pantheon, but under closer inspection is a variety of modes of worship of the immensely varied aspects of a single deity. These people would consider all gods and spirits from any belief system to be an aspect or trait of a deity that is literally the sum of all things. For example, they might consider Allah, Satan, Buddha, Jesus, Zeus and Vishnu (only using real-world names for the sake of the metaphor, not for the game) to be different faces of the divine, but choose to worship Thor for aid in battle, Aphrodite for aid in romance, and Thoth for knowledge and study. Thoughts?
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Re: A complete N00bz first try at world-building...
I think it could work... there are plenty of gods already set up... how do you propose to make them even more interesting, so interesting in fact that Min-Maxers will worship them? (Or am I misunderstanding what you want?)
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Re: A complete N00bz first try at world-building...
Sorry, minmaxers? I assume that's like a roll player, or optimizer. But yeah, I plan to manage diplomacy, intimidate and bluff through role playing, and being able to say "I follow your faith" or at least understanding it would be beneficial in most of those situations. As for the gods...I'll figure it out, I guess.
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Re: A complete N00bz first try at world-building...
I'll post what I have crunch-wise on urgals now, and do the fluff later. Here's a quick rundown. And yes, I jacked the Urgals/Kull thing from Paolini. Good artists borrow, great artists steal and all that.
The Urgal race is effectively split. Those Urgals who stand over eight feet tall and known as Kull, and have a much higher level of prestige and status in their tribes, frequently serving as war leaders, shaman-priests and wise men. They generally have little trouble finding multiple mates, and form the upper castes of Urgal society. Those under eight feet are simply Urgals, and have the following statistics. (yes, i intend them to be a player race like half-orcs)
Ability modifiers: +2 STR, -2 CHA. I know this looks like a dwarf, but I'll be giving dwarves +2 Str, -2 Dex, like a gold dwarf. Also, there's no reason someone should be less intelligent simply because they live in the woods.
A gore attack, dealing 1d6+str bonus damage, as a natural attack.
Darkvision, just because.
Bonus feat at first level.
The clear drawback of peasants running for their torches and pitchforks when they see you. Kinda a bummer. But it comes with the territory.
Favored class: I'm not a fan of this mechanic, but let's just say fighter. (The remixed one)
Am I missing anything big? Does this work as an LA+0 race?
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Re: A complete N00bz first try at world-building...
Shouldn't they have another +2? Perhaps CON?
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Re: A complete N00bz first try at world-building...
....that sounds just a little bit unbalanced. especially for an LA+0 race. that's two big bonuses for one little drawback. plus a natural attack, plus darkvision... I could give them a +2 racial to fortitude saves, maybe.
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Re: A complete N00bz first try at world-building...
Just saying. Most races get a +2, a +2, and a -2, as well as bonuses to this and that.
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Re: A complete N00bz first try at world-building...
You could try naming it Columbia. Just a thought.
Hawai'i was ruled by a rather nice monarchy, the US wasn't that keen on anexing them, then sugar plantation owners all staged a rebellion against the queen, set up their own goverment, and asked to be annexed. What I know of Hawaiian history. Hope that helps. (this was sometime in the 1800s, if it matters).
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Re: A complete N00bz first try at world-building...
Thanks Eldest, that does help a bit. If you know anything interesting about pre-american politics, please PM me. And I suppose I could give them a wisdom bonus. It fits with them being perceptive and just a little bit animalistic. Plus, they're the only player race than can be druids, aside from some backstory-related exceptions.
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Re: A complete N00bz first try at world-building...
Ok, but what sort of history are you trying to get? I read the thing of the First People, and it seems good (although it's missing something I can't figure out). But do you want just an info dump of American History Tidbits, or something in particular?
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Re: A complete N00bz first try at world-building...
To be entirely honest, an infodump sounds pretty good. With a small focus on military and political stuff.
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Re: A complete N00bz first try at world-building...
Ok, I'll put one up in a spoiler on this post once I get it together.
Spoiler
Show
Info will be here.
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Re: A complete N00bz first try at world-building...
In the meantime, I have a thought that's been bugging me for a while. In most games of this variety, the goal is simply to kill things. Now, i'm ok with having some hacking and slashing be a part of my world. In fact, it's almost necessary so players can have a break from roleplaying-heavy plot motions and political whatevers. However, I don't really have anything for the characters to kill at low levels without weird questions coming up. Yeah, they could be attacked by bandits, but then they're killing other human beings, and not everyone digs that. Also, that opens up the "well how did you know they were bandits?" question. Stereotypically, the role of the Mook is played at low levels by goblins. However, the closest thing I have to goblins in this setting are Urgals, who are not exactly mookish (See: 6-8 feet tall, more for kull, big horns, lots of class levels). So, what i think I need is a race of little bastardy creatures for people to kill, that are essentially harmful and evil, almost beyond question. or, you know, goblins.
TL;DR: I need a non-goblin race that can fill the goblin-shaped void in my world.
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Re: A complete N00bz first try at world-building...
Can I say Kobolds loudly enough?
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Re: A complete N00bz first try at world-building...
Quote:
Originally Posted by
Wyntonian
TL;DR: I need a non-goblin race that can fill the goblin-shaped void in my world.
Elves.
You know that's the right choice. Primitive, depraved, insanely arrogant and self-righteous.
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Re: A complete N00bz first try at world-building...
Yeah.... I'd suggest you read the rest of this setting. No offense, and I know it's hella long, but that would explain why elves don't work. Right now, There's really only four choices for a player race in my low-diversity world, and three of them have serious roleplaying drawbacks. Something a little more monstery, maybe.
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Re: A complete N00bz first try at world-building...
Thus the annoyingly twerpy Kobolds... seriously, those things make you want to kill them.
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Re: A complete N00bz first try at world-building...
That's a definite possibility....but they always seem a little too closely tied up with dragons to me, and I don't have any of those. I saw this monster a while ago, i think it was connected to the arboreal halfling race as a racial enemy, and it was essentially a tree-goblin with some weird other abilities. If i can find that, I'll consider it. Other options?
EDIT: It's the Tasloi that I'm thinking of, from the Shining South. here's a link.
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Re: A complete N00bz first try at world-building...
Duergar, fetchlings, other monster races. Not that weak, per se, but unless they're optimized, they won't present more than a mild challange.
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Re: A complete N00bz first try at world-building...
Out of these, I'm tempted to go with the Tasloi, or maybe another homebrewed race to compliment them. Or i could refluff kobolds a little bit.
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Re: A complete N00bz first try at world-building...
Sorry about the infodump taking a while, had to deal with finals for a while. Should have stuff up by the end of the week or so.
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Re: A complete N00bz first try at world-building...
Yeah, I had/have the same issue. I don't end the term until thursday, sadly enough. On that note... does anyone have an opinion about a calendar for this world? I'd like to just simplify our modern one, make it 12 30-day months, three ten-day weeks in each, and a 360-day year.
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Re: A complete N00bz first try at world-building...
Regular lunar month, it doesn't get used enough in my opinion.
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Re: A complete N00bz first try at world-building...
Quote:
Originally Posted by
Wyntonian
Yeah.... I'd suggest you read the rest of this setting. No offense, and I know it's hella long, but that would explain why elves don't work. Right now, There's really only four choices for a player race in my low-diversity world, and three of them have serious roleplaying drawbacks. Something a little more monstery, maybe.
I read only the first one or two pages, where elves were mentioned only in passing (something to do with vikings?). Ah well.
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Re: A complete N00bz first try at world-building...
Quote:
Originally Posted by
Eldest
Regular lunar month, it doesn't get used enough in my opinion.
That works, a 30-Day lunar cycle? Or how much fun could I have with two moons....
Quote:
I read only the first one or two pages, where elves were mentioned only in passing (something to do with vikings?). Ah well.
Yeah, in the backstory it turns out there never were any elves, just humans, and some backwoodsy dwarves, a couple gnomes and some Urgals. The vikings in question (Vallheimers) are human, much like the other three major nations.
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Re: A complete N00bz first try at world-building...
The lunar cycle is actually 28 days.
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Re: A complete N00bz first try at world-building...
yeah, but I can fudge that around a little bit. Maybe I could have two moons, and have them both be full about twice a year, and both be new twice as well. That's probably be a pretty significant event, religiously and socially.
EDIT: Finally had my brainstorm about the red mage bonus, I think I'll give them darkvision. Remember, they're not just oriented around fire, but also sunlight. I think it's pretty balanced. That still leaves the blue guys though....
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Re: A complete N00bz first try at world-building...
So you have: Familiar, Darkvision (which seems a little off.. maybe some Fire Resistance?), and what was the one for the Black?
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Re: A complete N00bz first try at world-building...
I was going to go with Martial Weapon proficiency for blacks. And everybody gets a familiar but greens, who get a druid-style animal companion. And what sort of fire resistance could I give the red mages? maybe something like 2+red mage level? and blues are the ones I'm really stuck on.
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Re: A complete N00bz first try at world-building...
2+level seems good.
Let's list the dominant characteristics of blues.
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Re: A complete N00bz first try at world-building...
Let's see.... Their dominant season in winter, and their powers revolve around wind and cold, as well as water and other weather to a lesser extent. In a party, they could be competent blasters with some of their cold and lightning based spells, but they're also good at communication, with a bunch of communication and scrying spells.
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Re: A complete N00bz first try at world-building...
Electricity resistance? It seems kinda lame, but it could work.
Or, alternately, some sort of special feat... A range-based feat, something like Extend (I'm not good with magic, so that might be completely messed up...)
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Re: A complete N00bz first try at world-building...
That could work... electricity or cold resistance. I'd like to avoid metamagic if i can, it seems like just that one other thing that makes casters way better, so I might flat ban it. I'll look around in my new stack of books and try to find something.
EDIT: Another reason against electricity resistance is that this is a fairly low-magic setting, so there won't be a lot of situations where electricity would help.
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Re: A complete N00bz first try at world-building...
another brainstorm: I plan to use most of the gods from the BoED, simply because they seem like gods people would actually follow. Smiles? Love? sacrifice for those you love? Those are all things that people find positive, and would look for outside themselves, in this case in their deity.
IMPORTANT NOTE: Just because people follow these gods doesn't make them real. In fact, people in this world know about as much concretely about the existance of a deity as we do: Most people are pretty sure for their own varying reasons, some aren't sure, some disbelieve, and nobody can reliably say who's right. However, god/gods may be a myth, but religion is as real as rocks. Lack of physical scientific proof doesn't keep the people of Soleh from worshiping Ayailla, goddess of light.
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Re: A complete N00bz first try at world-building...
This is indeed the fabled triple post of important stuff. Here it comes, the entirely refluffed Tasloi! Yes, I started with the idea of little green tree-buggers, and created a whole race/society/item type for them. Woo.
The Tasloi
Physical description
Short 2-3 feet. Covered in mottled green-brown fun. Blunt, animalistic features. Pointed ears and teeth. 2 foot prehensile tail. Yellow eyes.
Society
Small hunting bands of those under the effects of Tasal. Treetop communities of those without. Led by a single female druid who is the religious and spiritual leader. Generally calm people, with a low crime rate. Consider those with Tasal to be little more than animals. Have few qualms about killing the Tassali in self-defense, but do not look for fights. Many Tasloi are those that have defeated the Tasal, and carry a deep shame. Little contact with humans, some suspicious talks with dwarves, gnomes. Most other groups don't know about Tasal, kill all Tasloi.
History
The Tasloi had a positive relationship with the First People, with trade and other peaceful connections. They worked as messengers, hunting scouts and some other roles. When the Patrian Empire came, they brought along the disease Tasal, which has no effect on humans or most animals. Shocked at its effects, one of the last things the First People did was to weave a spell that essentially put a biological stop- clock on place, so that any Tasloi who lived into their middle ages would be freed of the disease. This did little to help those without the virus, but gave them a fairly steady trickle of new people who had fought off the disease, augmenting their small population. They now live in small treetop bands, hiding from the depredations of the Tassali and the humans.
Tasal
The disease Tasal was brought to the land of Patria by the unwitting Empire when they first landed. It has no detectable effect on humans or any other animal species. In fact, few non-Tasloi know it exists, aside from the First People. The virus Tasal has a variety of complimentary influences on a Tasloi body. The first effect is not particularly harmful; the eyes of the afflicted Tasloi gain catlike slits for pupils and lose their natural ability to see in almost complete darkness, but gain the ability to detect infrared emanations at close ranges, usually within thirty feet, which helps the Tasloi, now known as a Tassali, detect the prey the virus needs. Also, the natural capacity for the Tasloi to detect electrical fields of mammals and birds is muted and dormant. The other changes are more subtle, but are more important. For one, the virus spreads best in warmer internal temperatures, and makes the Tassali's body acquire a constant, slight fever. This trait makes the Tassali's body burn calories at a faster rate, making the need for large amounts of food immense, up to 5,000 calories per day. Also, the virus causes an aversion to light, increased aggressive tendencies, and limited recollection of past events, similar to a limited form of amnesia. Perhaps the most important trait of the disease is that, after the magical intervention of the First People, the virus can only be spread through live births, meaning that Tasloi not born to Tassali mothers are effectively immune to the disease. However, every one of the children born to Tassali parents is Tassali, and cannot be cured until their middle age. It is not unheard of for Tassali children to kill their parents once they defeat the virus. Tassali do not attack other Tassali, but they frequently attack and kill Tasloi if they can be found in small groups. Tassali generally hunt in groups of about ten, and can, with an effective ambush, take down a fully grown Kull warrior.
Culture and Technology
True Tasloi have limited access to metals, making such materials the exception rather than the rule. Metals are generally reserved for weapons and tools, and metal armor is almost unheard-of. Instead, the Tasloi use a variety of creative biologically produced weapons and tools, although after the Tasal took the majority of the population, many of the arts were lost. The philosophy behind this is simple: if the Tasloi use all of an animal they kill, they won't have to kill as many, leaving more to be hunted later, making future hunting easier. Normally, this principle would apply only to the individual parts of the animal, bones, hide, meat, etc. However, the Tasloi have a set of methods with which they can preserve some of the reflexes of certain parts of an animal, if not the animal's consciousness. They consider such tools to be powered by the remnants of the animal's spirit, and always treat such tools to be honored gifts from the animal from which it was taken. One of the most common of these tools is the cat-paw glove, consisting of the front paw of a cougar or other large cat, pads, claws and all. The bones and most of the muscle is removed, leaving a space within for a Tasloi -sized hand. Gentle manipulation of the pads near the fingertips can cause the claws to extend and retract, effective giving the wearer claws. These are frequently used by warriors on one hand, leaving their other free to use a spear, short blade, small axe or a spear-thrower. They can also be easily removed, and can help with climbing trees. There are a variety of other life-tools, but many more are forgotten.
I'm thinking about making the Tassali unable to be cured, but I'm still split. Also, I'm worried that Tasloi/Tasal/Tassali are too similar words. Thoughts?
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Re: A complete N00bz first try at world-building...
Too similar? Yes.
Too likable? Yes. These guys are set up to be PCs, not enemies... they're fluffed in a kind way. Now, of course, most players won't care a whole lot, and will just slaughter anything in front of them.
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Re: A complete N00bz first try at world-building...
They do seem similar, yes. And they don't quite work as well as a generic monster race if they are poor suffering buggers. Btw the 'use all parts of a animal' and 'the animal gave the gift of it's meat to us' ideas were popular with native American tribes, good choice.
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Re: A complete N00bz first try at world-building...
One fix for the "But we're SUPPOSED to kill them" problem is to make this disease still contagious and uncurable, so killing Tassali is totally acceptable. Also, there's about a 3-1 ratio of Tassali to Tasloi, so there'll be plenty of rabid tree-bastards to kill.
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Re: A complete N00bz first try at world-building...
Yes, I also noticed the indigenous analogy.
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Re: A complete N00bz first try at world-building...
Yeah, well, these guys ARE one of the few indigenous races. I wanted these guys to be completely excluded from human politics, and to have their society to be inconsequential, in the grand scheme of politics, enough that a DM could just eliminate the Tasloi, leaving just the evil Tassali. I think I'll make Tasal uncurable, and make a new post for just Tassali. They're different enough to almost be their own race.
Overall, I think I like these guys a little too much. I'm considering redoing/ editing some geography, maybe even making an entirely new map. If so, I'll make the true Tasloi in a faraway hidden region of dense forest, and make the Tassali out like goblins, raiding human and dwarf settlements.
Final version? Tassali=evil, Tasloi=xenophobic, hunted, near-extinct neutral, with some good elements. I don't feel like this is "too kind".
EDIT: and I just realized the indigenous parallel with the disease. Got it. Thanks.