Homebrew DesignRoll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.
Im slowly writing a megapost (dont go and find it) full of monsters and some races, im horrible with coming up with ideas, but im great at interpreting them and statting them up. Please please help. Im good with all sorts of monsters/races, great with interesting hybrids, and fairly good with templates. I take any and all suggestions, and I dont care how many you make (just dont double post )
Inuyasha, that sounds great. This might not be what you're looking for, but I just made a nifty little chart that you can use for planning some complex world with different races and monsters and gods and magic. Here:
Spoiler
You're welcome to have your own interpretation of what the colored regions represent, but here's my attempt:
The Outermost circle is the edge of the Universe itself. Nothing can enter or escape it.
The four main interlocking circles - Blue, Red, Yellow, and Green - represent four characteristics of intelligent life. The Gods created equal portions of Wisdom (blue), Passion (red), Pride (gold) and Serenity (green). But in the thousands of years since the creation, people have gone astray and developed an overabundance of pride (gold).
The grey circle in the center represents mortality. The regions outside it are brightly colored to indicate their immortal status. There are 9 different races of immortal beings - they can be Gods, Devils, Angels, or anything you like. But they're permanent.
The regions inside the grey circle are the mortals like you and me. There are 11 different races of mortals. This is where all the interesting stuff goes on. Each race has different proportions of the four essential qualities, even though all contain a little of each, and there is much room for diversity within each race. Here's how it breaks down:
11 = Giants (Pure Wisdom)
13 = Satyrs (Pure Passion)
15 = Minotaurs (Pure Pride)
9 = Halflings (Pride and Serenity)
10 = Elves (Serenity and Wisdom)
12 = Trolls (Wisdom and Passion)
14 = Orcs (Passion and Pride)
16 = Humans (Passion, Pride, and Serenity)
17 = Gnomes (Pride, Serenity, and Wisdom)
18 = Goblins (Wisdom, Passion, and Pride)
19 = Dwarves (A Balance of All Four, but favoring Pride)
Extinct Races:
The Leaflings (Pure Serenity)
The Groundlings (Serenity, Wisdom, and Passion)
__________________
"Life is short and we do not have much time to gladden the hearts of those who travel with us. So be quick to love, and make haste to be kind."
Last edited by Malachi Lemont : 05-29-2013 at 07:03 PM.
Inuyasha, that sounds great. This might not be what you're looking for, but I just made a nifty little chart that you can use for planning some complex world with different races and monsters and gods and magic. Here:
Spoiler
You're welcome to have your own interpretation of what the colored regions represent, but here's my attempt:
The Outermost circle is the edge of the Universe itself. Nothing can enter or escape it.
The four main interlocking circles - Blue, Red, Yellow, and Green - represent four characteristics of intelligent life. The Gods created equal portions of Wisdom (blue), Passion (red), Pride (gold) and Serenity (green). But in the thousands of years since the creation, people have gone astray and developed an overabundance of pride (gold).
The grey circle in the center represents mortality. The regions outside it are brightly colored to indicate their immortal status. There are 9 different races of immortal beings - they can be Gods, Devils, Angels, or anything you like. But they're permanent.
The regions inside the grey circle are the mortals like you and me. There are 11 different races of mortals. This is where all the interesting stuff goes on. Each race has different proportions of the four essential qualities, even though all contain a little of each, and there is much room for diversity within each race. Here's how it breaks down:
11 = Giants (Pure Wisdom)
13 = Satyrs (Pure Passion)
15 = Minotaurs (Pure Pride)
9 = Halflings (Pride and Serenity)
10 = Elves (Serenity and Wisdom)
12 = Trolls (Wisdom and Passion)
14 = Orcs (Passion and Pride)
16 = Humans (Passion, Pride, and Serenity)
17 = Gnomes (Pride, Serenity, and Wisdom)
18 = Goblins (Wisdom, Passion, and Pride)
19 = Dwarves (A Balance of All Four, but favoring Pride)
Extinct Races:
The Leaflings (Pure Serenity)
The Groundlings (Serenity, Wisdom, and Passion)
cool but not realy what im looking for (please keep thinking though )
Quote:
Originally Posted by Amechra
Tell me of the Raven Men of Ulmar.
Sing me tales of their cowardly coveting, of their forbidden wisdom, of their pinioned glory.
Tell me of the Servants of that Below the Mound; tell me of their cold, pleading eyes, and of their broken tongues and gaping stomachs.
Tell me of the Tall Men of the Fortress Steppe, wandering streets to snatch naughty children and weave their cries into a blindfold.
Tell me of the Dreamers, husbanding their herds of Nightmares, wandering across the surface of the moon.
Recently I had the idea for a few related kinds, though two more eminently usable than the other.
Spoilered because I previewed this post and it looked horrible if I didn't.
Spoiler
In the center of the world is a place colloquially called the heart. Around it is the first generation, of which there are approximately 90 in total, varying slightly over time, and growing even more slightly over even greater lengths of time. They are immense in size, and slow in action, and essentially perform the job of the mantle of their world. To them, the incredible heat of the heart gives them life and bliss, so they eternally struggle to claim it for themselves, for it does not have room for them all. An extremely long time passes, when a powerful shake passed through, greater than any that they had incurred by themselves before, greater even then the shakes which came from beyond their cold stone cloak before. One fool took it upon themself to see what happened, and broke through the cloak. Through the cataclysm it unknowingly caused, it saw tiny, soft creatures, which it could not believe caused the shake, so it braved the pain of the cold see what else. It was surprised to see that though the creatures soft, they drew upon the cloak, and drew out shards of what might have once been one of the first generation. They melted, cooled, broke, bent, assembled, and tried everything else they against these shards, and in the end they recreated the device which made the first great shake, and deployed once again, unwittingly scaring the fool as it scarred the cloak. Amazed by its finding, and repelled by its wound, the fool returned to deeper below the cloak, fighting with a purpose to reach the heart for but a moment. With one hand, reached and tore the slightest bit from the heart, and with it, shaped the bones of the smaller beings. The fool allowed itself to rise once more to the cloak, before ripping gash through it, exposing the bones to the surface, where they took life as the second generation. The fool planned for its creations to go among the tiny creatures, to recreate their device, and to return the fool, allowing to wield the device against its fellows. It was yet a fool, though, and the second new not their purpose. They went among the creatures, but as lesser giants, large, hard, and imposing, yet immeasurably more interactive than their creator. Their bodies withered much faster than the first generation, for being so far from the heart, but they learned for themselves how create more by seeing the creatures craft devices, and the third generation of these beings was yet smaller, yet quicker, and yet more human. They speak as we do, they walk as we do, they live as we do, and know as much about their origins as we do ours. Within them all, though, lurks remnants the fire and war of the heart, and so never be fooled.
Parched for usable information, I'm sure, especially with all words used to describe what would never be used, but I would appreciate even your only looking at this, and might be overwhelmed with joy if you actually tried to stat these.
__________________
A gracious thanks to Bradakhan for the avatar, and Time Walk's card artist, Amy Weber. Before you is a concrete dome, facing you, its singular door, a solid iron slab with a simple keyhole. Inside is your gift. In your hand is an ornate golden key, unique in all the world. In the other, a slip of paper on which the words "Be Free" are printed.
What do you do? Last edited by Sodalite : Today at 12:00 AM.
Ever want to try your hand at optimizing, but dislike heavy emphasis on splatbooks and/or the rocket tag phenomenon?
Come visit the Core Coliseum today, for a totally different style of optimization.
An idea that I'm currently working on, that you are welcome to take a shot at, is this:
A psionically gifted people who found a path to immortality by transfering their souls/mind to magical crystals.
They now need to have special constructed bodies to affect the world.
__________________
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
On a similar note, a spirit (and thus incorporeal) creature that is able to possess (and then manipulate) inanimate objects. Some particularly skilled ones can possess magical energy, making them extremely good mages.
Ever want to try your hand at optimizing, but dislike heavy emphasis on splatbooks and/or the rocket tag phenomenon?
Come visit the Core Coliseum today, for a totally different style of optimization.
I love the 'other tarrasque' ideas! Giant bird/bat/lizard thing for air, fishy turtle-kraken fo water, volcanic melty ash-mole for fire, huge rotting zombie-shadow-wraith for negative, and a crazy life-storm for positive! (Maybe)
A Necrotic parasite that feeds on the energy of death. This parasite infests martially powerful creatures and then enhances their power and their blood-lust so that it can feed.
Edit: this would probably take the form of a template.
Last edited by RadicalTurnip : 05-30-2013 at 04:15 PM.
A semi divine mutant monstrosity that grows to full maturity by eating thousands of people over hundreds of years.
A thing that looks like a giant fanged human skull with 4 long arthropod legs and a single huge eye on a long tentacle/stalk coming from a third eye socket in the middle of its forehead. Lives in underground lakes and is worshiped as a god.
A headless living zombie/flesh golem made when a beholder bit a humans head off and turned the body into it thrall. Possibly with a small beholder kin riding around on top as a kind of creepy prosthetic body.
The random background generator is awesome. I got a NG dwarven magus who was involved in a "pleasure" scandal with some arcane experiment backfire as well. My imagination is running off with that.
An amphibious race with inherent Shadow Magic. Maybe Eels or something.
A tiny faerie with the ability to control the luck of others?
A swarm that can take the shape of creatures its size or smaller.
An undead that secretes different poisons based on its number of hit dice.
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"Bender knows love, and love doesn't share itself with the world. Love is suspicious, love is needy. Love is fearful, love is greedy. My friends, there is no great love without great jealousy!"- Bender Bending Rodriguez
You could do some super-powerful versions of the coautl and rakshasa for the Eberron campaign setting, where they had a huge cosmic war where the rakshsas served elder god-like evil powers and the coautls eventually sacrificed themselves to imprison the Rakshasa Rajahs deep under the earth with a divine cosmic force. Rakshasas would get more spells and a bunch of summoning and corruption-themed abilities, and coautls would get light and abjuration abilities, as well as maybe some prismatic stuff based on their feathers?
A secret race of spiderkin humanoids who live in big human cities and sometimes have high ranks in society. Their most important trait is that their arms are very long, as long as their bodies; but they can be folded and retracted and if they're using regular human clothes it can't be noticed. If they're not trying to hide, they can let their poisonous fur to grow. The fur can be reliesed to do some nasty effect to enemies.
A race of wild, singing bird/pterodactyl people. They may or may not have feathers, or have beautiful scales that change colors based on their will and mood. Their hands are not good to grab weapons. They're not supernatural, but their songs and color-changing dances can hypnotize some creatures. They're intelligent but reffuse to live in society or improve their technology.
A curse that bonds a company of mercenaries together until they decypher a riddle. Ends up the riddle is too hard, decades have passed and most of them have become undead by now. They can't get too much far from each other and they always come back when destroyed (even if weakened).
Not-player races:
An interpretation of the Saci Pererê (black, single legged fairy that likes to smoke pipe and to do practical jokes, uses a red hood and can travels inside a small wind devil)
The travelling deal making entity that has with him orcish literacy and gnomish height.
Chaotic "Inevitables" who travel the cosmos punishing those to fight rebellion or are loyal to an oath for too long.
A swarm of tiny mundane humanoids.
A swarm of tiny undead humanoids.
A swarm of tiny constructs.
A "swarm" of maddened large creature (aka stampede), including animals, giants, etc.
A "reverse lychanthropy" plague that afflicts animals and magical beasts, turning them into frail (and possibly evil) human-animal hybrids. A threat to the party's familiars and animal companions.
A Neutral race of spider centaurs who trap both orcs and elves in their webs to eat them.
The Jabberwocky-born.
"Alien sirens", with extra breasts or arms, who have very powerful charm abilities, but that don't antagonize the PC's directly, rather using them for unclear reasons, in a way that doesn't harass them or put them in too much danger.
Amazon civilization. Guerrilla and magic oriented mermaids at day, village raiding berserker vampire bipedals at night.
Aberration pseudo-communist civilization. Physically formian like when hungry, grell like when fed.
Flying, frail constructs. War baloons, assassin kites.
A flying whale who eats migrating birds. Sometimes inhabited by pirates.
Zerg cerebrates.
An old lady who spits acid and is VERY durable.
A broken phylactery that must be put in a living body so the lich can regenerate. Templates for the resulting hybrid. Including a template for what happens when the regenerations isn't perfect and the two creatures fight for dominance.
And overpowered fairy enemy who will let the players decide who and how attack if the players give him enough gold.
A burrowing creature that charm or dominate creature in the surface.
A non-hilarious interpretation of the middle ages "foreign races" of legend (ciapods, headless men, dog-headed men, etc).
A somewhat intelligent, wandering construct that attacks anything that is arcane. Won't attack the PC's if the arcane casters aren't around, even if has attacked the PC's before. Can be manipulated to do stuff for them. May be very intelligent and be manipulating the PC's so it has a change to kill their arcane casters.
A demon that attacks anything that isn't arcane as is genuinelly and excessively friendly towards anything that is.
A tribe of goblins, kobolds or other low CL creatures is afflicted by a disease that gives them such a smell any creature is nauseated or at least sickened at their presence. A wizard builds contructs with the poor bastards trapped inside.
When the mighty, giant, greedy bird dies, the corpse becomes an evil dragon. When the evil dragon dies, it becomes an accursed swan with an aura of death and decay. When the accursed swan dies, it becomes a maiden destined to be killed by someone who's in love with her. And when the maiden dies, she becomes a giant greedy bird.
An exotic-colored folk that can be killed for XP.
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bock!
Avatar by Cuthalion
Last edited by Mighty_Chicken : 05-31-2013 at 10:35 AM.
what about flying psionic jellyfishes? Or an evil fey called boogie man? Or an evil horse-like creature with the head of a woman with sharpened poisonous teeth and lion-like paws who can shapeshift into a unicorn to attire people and eat them?
Tell me what resides on the acidic layer of the abyss
Tell me of the legendary mountain dragon
Tell me of the undead that can only see fear
Tell me of the trinity of undead dragons: Casmia the decayed, blightfire and razorback. (If it's all right can I help with these. I ask because it's the coolest Idear I've had in awile)
The corps trapper
Fire horror
Hellfire and blightfire elements
The lords of colour (one for each colour of the rainbow)
Prismic Fire element , primal fire element and cold fire element
Tell me of the war skeletons.
The beasts of living adamantine.
The 3 lords of fire.
God Id hate to live in this world
__________________
I think, therefore I am
The mere thought hadn't even begun to speculate about the merest possibility of crossing my mind.
Douglas Adams
(Ye get you're head round that one)
If anything I post is an incoherent mess don't be affrighted to point it out I don't bite..
If there is no quarrel with another from me, here is one.
Spoiler
Far to the north, beyond the land of boiling rivers, lay the incarnadine puzzle-palaces. Occulted places surrounded by mirrored sand, built from salt by the ancient cold-people of the greater south, and blooded by their slaughter at the hands of many an invader, they are designed for two purposes. To house the greatest achievements of the cold-people, allowing only the most worthy their use, and to contain their deadliest weapon, used only twice, such that only those with great enough wisdom to wield it without wanton destruction might do so. Though they were not without danger in their original construction, those who entered and became lost can become entranced by the last remnants of the besieged cold-people, following their will, and fervently attacking all those once descended from their invaders. Some say the treasures are lost, either to ingenious thieves, or simply to time, while others, that there was no treasure, that the palaces are prisons, and that their centers lie the only way for their prisoners, the cold-people, to escape.
Edit: Spoilered because it wasn't any better looking than the first.
__________________
A gracious thanks to Bradakhan for the avatar, and Time Walk's card artist, Amy Weber. Before you is a concrete dome, facing you, its singular door, a solid iron slab with a simple keyhole. Inside is your gift. In your hand is an ornate golden key, unique in all the world. In the other, a slip of paper on which the words "Be Free" are printed.
What do you do? Last edited by Sodalite : Today at 12:00 AM.
Tell me of the Dead Futhark Wurm, who's stare means icy death and who's claws rend steel. Show me the hundreds of sword that stick out of it's pale flesh, though no blood issues for from the superfluous wounds.
Tell me of the thing that lurks in clouds, that rides the wind, that brings lightning, that calls itself the Storm Reaver. Sing to me of it's enchanting sound and the joy it takes in smiting with lightning those who hear.
Tell me of the Sullow Drool-Weaver and it's wicked, adhesive that appears as salvation but is in fact doom. Explain to me how it breads in the bodies of its victims and spews strands of poisonous thread.
Tell me of the Sword Walker with it's cruel curved blade and its unmatchable skill with the sword. Retell it's swiftness and the fearful zeal with which it stalks the living.
Tell me most of all however of Swo' Lar' Telu. Tell of the beasts rotten hide, the thousand weeping pores that spew forth the protoplasm of its horrid spawn. Tell me of it's massive tendrils and it's great maw which sits at the bottom of the waves. Tell be of how towns have disappeared and their inhabitant's dragged to the watery depths were they are seduced, flayed, eaten and killed in that order.