Angazhani (High Girallon)

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I like the general idea of it, but I'd also like to do it in a more culturally sensitive way (which is why I'm putting it here rather than under conversions). Are there any folks out there from the Middle East who might be willing to give advice or work on it with me?


This is homebrew in that I'm trying to create genie heritages. However, I'm not sure exactly what terms I can use. I had read genasi was considered a trademark of Wizard of the Coast, so I'd need to come up with a new term. I wasn't sure if the qorrashi and khayal are--I've been looking to no avail, so I'm running under the assumption they are until I know otherwise.

Can anyone here link me to fantasy terms that are exclusively trademarked elsewhere or which are just bad ideas to use (i.e. hobbits)?


So, let's say I wanted to make a blind Fighter or Monk in first edition. All I would need to do is take the Blind Fighting feat. It might not be great but with certain bonuses could work out over time.

In second edition, apparently, this is not possible. Not for a Monk at all and not for a Fighter until they get the 8th level feats. Is there a good reason for this?


Sorry if this has been asked before. I couldn't find it while searching.

For the Fighter, they are stated to be "Expert in all armor and unarmored defense", but Armor Expertise reads:
"You have spent so much time wearing armor that you know how to make the most of its protection. Your proficiency rank for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor."

Is it supposed to read that your proficiency increases to Master or are Fighters only supposed to start out as Trained?


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In real mythologies it's hard to find ones where no agricultural deity exists sans those cultures that were hunter-gatherers. Erastil certainly has farming connections, but no actual Agricultural domain exists. Similarly, you can't throw a stick at a given pantheon without hitting some fertility deity and certainly Calistria could fit such a role.

Other domains might also be possible, but those two always stand out to me because they're so ubiquitous.


I'm sure I'm missing it in reading, but while the focus spells for different classes starts on 386, I don't happen to see any references to these pages within the respective classes (Bard, Champion, Cleric, Druid, Monk, Sorcerer and Wizard). Could someone help point out where this is mentioned?


I know, there's only so much room in a core rule book before things get really much too big. I ask mostly because I was reading the thread on why Goblins were included. It's a valid and interesting take, but the inclusion of half-Orc heritages makes the exclusion of Orcs (and their heritages) only more noticeable.

As for Hobgoblins, I think that's more my sympathy. I really hate when a setting makes a single species the go-to baddies. I like there being more options for sentient beings than hero fodder.

I know that these could be added in some upcoming supplement like the Advanced Player's Guide, but such a tome would not be allowed in certain types of RP - only rules as written in the basic books.

Plus, if it's a matter of separating from WotC, having Orc and Hobgoblin PCs would certainly qualify as being further away from them.


Stemming back to a topic I started here.

Animist
Drawing upon both the seen and unseen, the animist can (at first) seem very similar to a Primal caster like
a Druid but where Druids draw upon natural plants and animals, the animist draws upon the spirits or the
esoteric including, sometimes, the undead. Shamans are the most iconic animist spellcasters, communing
with the spirits of nature and bonding with a spirit animal. Animist sorcerers call upon the blood of elemental or undead ancestors for similar powers.

Theurgical
A reasoned mind paired with a powerful faith, the theurgical caster uses logic to categorize magic and
faith to bolster it. Inquisitors are the most iconic theurgical casters, believing truly in their faith while
simultaneously using logic to find enemies of it. Witches not only work to understand and develop spells, their patron connection allows them to cure-or curse- those around them. Mediums go to the extreme by actually calling upon spirits to
inhabit their own bodies and use their minds to control them. Theurgical sorcerers have exotic ancestry in
their blood that allows them to call upon these energies.

Thoughts?


Looking through things, I noticed that the Four Essences create the four traditions by combos of twos: Arcane is Matter and Mind, Occult is Mind and Spirit, Divine is Spirit and Life, and Primal is Life and Matter. This is all well and good, but that leaves two other possibilities: Matter and Spirit and Life and Mind.

Obviously I could homebrew two additional traditions for these, but I was wondering if anyone knew or could explain why these combos aren't included as two additional traditions or if they are included where I missed them.

This also does not include singles or three [Matter, Mind, Spirit; Matter, Mind, Life; Mind, Spirit, Life; Spirit, Life, Matter] or all four in one. Of course, these last ones are likely not included due to balance issues.


So I've been playing around with the idea of making a campaign setting involving only Small-sized races. I'm hoping folks here will be willing to help me out.
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Ground Rules:

1) Only Small races. I'd rather avoid Tiny, Diminutive, and Fine, but I am willing to listen to a good reason for one.

2) No Evil races. Honestly I am thoroughly sick of the 'enemy race' thing and will have no truck with justified genocide. There can be evil people in a given society but races as a whole will either be Neutral or Good.

Races and Roles:

Goblins - a variety of neutrally-aligned goblins that are skilled alchemists with an equal interest in love potions and poisons.
Gnomes - protectors of nature and masters of the arcane (basically taking the place of Elves but with more humor and less snootiness).
Grippli - healers and counselors and powerful divine casters.
Halflings - the farmers and crafters of the setting. (May possibly take the role of Humans without the desire to war.)
Kobolds - a variety of neutrally-aligned kobolds that are skilled tinkerers, masons, and miners (basically they take the place of Dwarves without being tied to the mountains).
Ratfolk - land traders, explorers, and merchants.
Sylph - winged fairy-like creatures distantly related to Gnomes and Undine. They'd likely be known as entertainers and messengers. I was thinking they could have a some mix of colorful feathers and insect features.
Sylvestris - shapeshifters. Not quite sure how they fit in yet, but I do like the idea of a Small race that can become foxes, badgers, rabbits, crows, and so on.
Undine - feyish seafarers, traders, and explorers. Distantly related to Gnomes and Sylphs (I figure their skin looks like the most colorful of nudibranchs).
Volcane - a fiery bunch who love metallurgy, smithing, and glass-blowing.

I considered adding the Uldra but I wasn't sure how they'd fit in. Thoughts and suggestions on races and their roles are very much appreciated.

World Setting
Another problem is figuring out what I want for a background. Here are the ones I'm thinking of:

1) Natural: The world has always been this way. The races are all native to the setting.
2) Gated: Some or all of the races have been gated to the world either by unknown forces or through some known (but no longer useful) magic.
--to go with this is the thought that all of the races suddenly appear one day in the recent past and all off them are still trying to figure out what happened.
3) Altered: Once there were Medium races, but they are now extinct. Their ruins remain.

Thoughts? Suggestions?

These don't need to be mutually exclusive. Some could be natives that remember 'the times before' when 'big people' were still around while others could have been brought in or found their own way in.


I'm not sure what thread this should properly be in.

I seem to remember a D&D dragon that had baleful polymorph as a breath weapon, but I can't remember what it was called. Does anyone know?


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Actually not quite that, but similar theological flummery. Basically, I'm struggling with a problem we don't usually have to deal with on Earth: how many deities of the sun or moon can there be?

Here deities aren't real (if they are evidence is lacking), but in Pathfinder they certainly are real and have real (even testable) effects. So on Earth you can have a thousand deities of the sun being male or female or whatever and there's no conflict of reality since it's just made up. Similarly with the moon. But in Pathfinder there is a real deity of the sun/moon and (presumably) only one.

This means the Gnolls can't believe there's a Gnoll sun goddess and Humans believe there's a Human sun god and both be right (unless the deity is changing gender and species which, while possible, seems like a lot of work). It's also equally possible something powerful enough is pretending to be said deity, but that also seems like something the real deity would want stopped pretty quickly.

So is there a good way to accommodate multiple views of a singular deity outside trickery or should everyone worship the same deity of sun/moon?

Note: I'm specifically referring to deities of the sun and moon because there tends to be only one of each, so there's not a lot of ways multiple deities could claim it. I have no trouble with multiple deities of war or weather since they could be fairly local.


I'm hoping you'll eventually answer these:

1) Why aren't Orcs and Hobgoblins also PCs?

2) Why aren't more classes part of Core? Folks really seem to like the Inquisitor (especially as a detective type), and other classes (even hybrids) could be nice for flavor.


I ask because it often seems that Clerics and other divine casters tend to skip over the deity part.

I mean, obviously it would be awkward to make someone actually pray to a given deity in session, but I wonder in terms of flavor (rather than mechanics) how does divine casting work out in folks actual play.


In many stories there is either some child that can talk to animals or some adult who was raised by animals and so knows their language(s). In any case while there may be one or many animal languages the character can generally speak with almost any species in the story.

So I was wondering how this might work out as a feat or even a class skill. Would anyone have any suggestions?


Basic Premise: A popular, widely celebrated holiday is somehow threatened by an Evil Force (demon, dragon, heartless CEO, etc.) and the heroes must stop said Evil Force to save the holiday! The result of this causes/allows the people involved (including the Evil Force) to discover/rediscover the 'true meaning' of the holiday.

Just a bit of silliness because of the way Christmas always seems to need to be saved somehow. I was curious if anyone has ever done anything similar in a campaign or, if not, what it might look like.


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Orcs and Goblinoids tend to get the short end of the development stick. If they have any societies, they tend not to be nice ones and life as an Orc (or Goblinoid) is usually nasty, brutish, and short.

But it doesn't have to be. So in honor of the month I'm opening this thread for anyone that wants to try to create alternative Orcs or Goblinoids. The idea would be to treat them as if they are a PC race. I've taken the official description and altered it a bit:

Orcs are courageous, warlike, and honorable. They respect strength and power but also admire wit and song. On an almost instinctive level, orcs love a good challenge - whether mental or physical. When not in battle, they spend their time either farming or playing games of physical or mental prowess. Though they are willing to battle, they are not butchers and do not consider it to be honorable to fight someone weaker than them. Their bellicose yet honorable attitudes often confuse races around them who don't understand that, to an orc, a good fight is a way to make a great friend.

Physical Description: Powerfully built, orcs typically stand just a few inches taller than most humans but have much greater muscle mass, their broad shoulders and thick, brawny hips often giving them a slightly lurching gait. They typically have green skin, dark hair, reddish eyes, pointed ears, and protruding, tusk-like teeth. Males can grow beards, but tend to prefer stubble. This makes them look roguishly handsome. Females tend to have the same proportions as their male counterparts. This gives them an Amazonian physique. Orcs consider scars a mark of distinction but also enjoy detailed tattoos.

Society: Orcs usually live in farming or fishing villages. They settle disputes by fighting with specific types of fights depending on the nature of the dispute. Such fights rarely end in death, but the loser is expected to honor the results. Every year there is a competition involving tossing heavy object, balancing on logs in water, wrestling, and similar competitions. Besides the physical competitions there are also singing and story-telling competitions as well as other mental games. They keep their buildings in good condition and consider uncleanly conditions a sign of disrespect to the whole community.

Relations: Orcs admire both strength and wit and are willing to befriend other races. Their often overtly boisterous behavior and unwillingness to back down from a challenge, however, can cause issues at times.

Orcs like the hardihood and honor of dwarves but can't understand their stoic attitudes or love of things constantly remaining the same. They are particularly fond of dwarves when it comes to drinking games. Orcs tend to find elves too snobbish for their tastes. The fact that both elves and orcs can hybridize with humans is a matter of some speculation of a common origin - a topic orcs are particularly fond of bringing up around elves since it tends to make them squirm.

Orcs are fond of halflings and gnomes, appreciating the homely touches of the former and the free spirits of the latter, though they do sometimes find the halflings a bit too eager to settle down and the gnomes a bit too weird at times.

They are happy enough to live and work with or next to humans, and the number of half-orcs testifies to this. They tend to treat half-orcs much as they treat other full orcs. They have a special fascination with half-elves and wonder what connection it implies between themselves, elves, and humans.

Alignment and Religion: Orcs are both honorable and somewhat aggressive, brave and loyal. They tend towards neither chaos nor law, but their honor and loyalty usually outweigh their more warlike ways, so they also tend towards good. Orcs tend to have shamanistic or druidic traditions, but they also have specific deities of war, weather, strength, and fertility.

Adventurers: Most orcs tend to get a form of wanderlust around the time they start becoming adults. They are encouraged by their parents to go adventuring. Sometimes they will be part of raiding parties and sometimes part of exploring and trading parties. Other times they make their way across the land seeing new things and trying their strength. Most end up going back home richer, wiser, and stronger - thus strengthening their communities.


This isn't meant to revive the Linear Warriors, Quadratic Wizards thing. I see this more on the lines that there are magic-like abilities being given for Monks in the form of Ki and Panache for Swashbucklers. (Rogue Talents can also run along these lines). So I wondered why someone might chose a Fighter over a Magus or if there was a good reason for Fighters not to have abilities that would help them keep on par with other classes.

I don't count feats here because there are a number of useful feats that have a long tree line or which do not quite seem to be equal.


So I had a few different questions on animals of all varieties.

1) Should animal intelligence be more scaled?

I mean, I know Wisdom tends to work like Intelligence for animals, but there are some pretty smart animals out there that can figure out a lot of different things (and dolphins may have their own language). So limiting their Intelligence to 2 seems a bit weird.

2) How to deal with animal PCs?

Pathfinder never went into talking animals, which is a pretty sad thing since there's tons of literature out there where there are talking animals. Certainly any parents would love a bit of help dealing with their kid wanting to play in the Lion King universe. I know there are probably third party things and maybe even extensions to help, but still...

This also could help in situations where the PCs are temporarily stuck in an animal form or where the PCs get rescued by their familiars/animal companions.

3) Animal language(s)?

While talk with animals is an interesting spell, sometimes a character like Mowgli comes along and it brings up interesting questions about non-magical ways of talking with animals. Of course, in any setting where a human and animal can communicate it rather implies the animals to have a bit more than an Int of 2 to start with, but I'm curious if anyone has ever tried to make a feat or skill or something for non-magical speaking with animals. It could be some form of animal "Common" (used largely in films where animals can talk to one another but humans can't usually understand them) to maybe species languages (all canines have one language, all felines another, all lapines a third, etc.) which would be more like Dr. Doolittle who can learn to talk with animals, but each different type of animal has its own language.

4) Should familiars and animal companions be 'scaleable'?

There's a thread similar to this, but my question is whether or not there should be more mechanics to help buff up familiars and animal companions rather than making players choose new ones. Now, obviously, animal companions/familiars aren't really supposed to be in battle to start with, but it's inevitable they will end up being at some point. I know there are a couple ways they already improve, but I was wondering if making them something more like the eidolon might make sense (especially for familiars). There could be some pretty flavorful ways of doing it; I once read of someone who had a crow or raven familiar that was slowly dying, so to save it the wizard was slowly replacing organic parts with clockwork ones, eventually turning it fully into a clockwork creature. I thought that was a great bit of story and I could easily see other folks taking similar routes if given the option.

I'd love to hear folks thoughts, opinions, and experiences.


If anyone buys a book based on D&D or Pathfinder, one can expect a typical line up strait out of Tolkien: Humans, Halflings, Elves, and Dwarves. Oh, there can be some others too: Gnomes, Half-Elves, and Half-Orcs tend to round out the Standard Seven.

Now, I know other places may vary with Aasimar, Tieflings, Dragonkin, and any number of furry races that could be thrown in, though more likely in homebrew settings than in any official book.

But what if Orcs, Hobgoblins, and Goblins were also standard? Would they even look the same? It seems to me that there's a lot of evil = ugly (not all but enough). So would good orcs actually look the same if, going in, one planned on them being one of the 'good' races?

Obviously settings can work fine if there's no race you're allowed to murder because it's always evil (Eberron, for instance), but has anyone here had one or more of the standard "it's okay to kill them" races as a base starting race? What sort of cultures did you give them?


So European-based settings are very common, and some Asiatic-based settings are also pretty common (though, generally, based loosely on Japan and China).

So I wanted to do something a bit different, but I'll need some help. I'm also worried a bit about cultural appreciation vs cultural appropriation, so anyone that can make suggestions about that is very welcome. I'd have to do a lot of research and could use some suggestions where to begin, not to mention what to include.

Mixing and matching are possible given how we tend to do it with some European-based stuff, but I'm not sure how appropriate.

Settings I'd like to try:

1) Native American-based
- There were an unknowable number of Native cultures before Columbus and there are still hundreds of extant cultures now.

2) African-based
- There were lots of African civilizations other than Egypt and even Carthage could be interesting for a change.

3) Polynesian-based

- Islands in the Pacific provide a lot of interesting possibilities.

4) Australian-based

-Maybe include New Zealand? Australia has some of the most interesting animals on Earth but no one ever seems to use them. Who wouldn't want a koala or frilled lizard or similar as a familiar?

5) An Asiatic-based setting that includes Korean, Vietnamese, Mongolian, and (especially) Indian cultures.

6) Anything else. There are lots and lots of cultures out there, so I'm open to suggestions - just as long as it's not something there have been 5d20+5 versions of.


So I have some setting scenarios I'm trying to work out and could use some suggestions. I was also thinking of creating one of those setting builders that is sometimes popular, but I'm unsure it will work.

Going with the last first, my idea was to link to a number of landscapes (probably 100) and have it where folks would roll d100 five times and base a setting off the images. The issue I foresee is that sometimes pictures are removed, so it wouldn't work out (since I couldn't edit and update the initial post).

As for the other scenarios:

1) Primordial Prime:

My friend really likes elemental races, so I thought that for a Points of Light-type setting a world that has small areas of civilization surrounded by wilderness that has connections to one or more of the other planes could be interesting. In part of the idea, the area that is 'tamed' could be a result of various negotiations between elementals and the humanoid inhabitants, divine protection or even arcane wards. Notably he likes things like Ysgard or Atmos from Stormhawks. Beyond that, though, I'm not sure where to go.

2) Residuum: The world that remains.:

The basic premise is a post apocalyptic world where there is hope for the future. I've got some ideas for what caused it and can't choose:

A) A fey invasion: Running on a version of the typical alien invasion scenario, the fey invade a world that doesn't have a lot of magic users (it has magic but either no one's figured out how to use it/people that could use it were persecuted/killed so there's no skilled practitioners/folks are just discovering magic/etc.). The fey start transforming humans and their world with their magic. Eventually the descendants rebel and force the fey off the world. The setting would be sometime after this point.

B) Magical creature war: In the distant past there was some sort of fight (right now in my mind fey vs dragons) which caused major chaos. The remaining fey and dragons are much diminished versions of their former selves and the native races ended up on the receiving end of all sorts of weird magic.

C) Planar rifts: Somewhat related to the first scenario, a number of planar rifts or similar anomalies open up on an ordinary Prime and end up terraforming it in a number of ways. The native race(s) aren't able to stop whatever is causing the rifts, but are able to adapt.

I'm also not sure what direction to go for any of these.

3) Symbolic:

Bear with me on this one. I was thinking of having Minotaurs, Raptorans, and Catfolk (lion variant) plus something for the ocean and maybe humans. For those of you that may miss the symbolism, it is in reference to the cherubim (with heads of a bull, lion, eagle, and man), the Four Evangelists (Matthew [symbolized by a winged human], Mark [symbolized by a winged lion], Luke [symbolized by a winged ox or bull], and John [symbolized by an eagle, which sometimes has four wings], and/or the Western zodiac signs of Taurus, Leo, Scorpio, and Aquarius (look up Scorpio eagle and you'll get a lot of interesting information).

Anyway, I wasn't sure how far I really wanted to delve into Christian symbolism with this setting, but (being Catholic) it has a certain appeal to me, and it easily falls within the usual framework of Good vs Evil that folks like. On the other hand, other symbolism is certainly possible. I just have no clue where to go.

Thoughts and suggestions would be appreciated.


I've read through Mutants and Masterminds (which deals with superpowered tropes) and through Pathfinder and D&D (for fantasy tropes and the occasional foray into scifi).

My question is: Can these be combined?

Part of the reason I ask is that M&M has a very neatly laid-out cost system. It's very, very easy to create any type of character you want on a point buy system (which is also scaled). It also has archetypes of a specific type of super laid out (which almost works like a class).

Would anyone be interested in seeing something like this or, perhaps, creating it? Or does something like this already exist (besides GURPS)?


Based somewhat on this thread and also this one.

Basically, I'd like to have magical items for the 'average' person - indoor lamps that can be turned on and off, maybe something like that silly magical hat or other 'novelty' items, air fresheners, etc. Nothing that outright would benefit PCs but which could be pretty useful to a farmer or artist or baker or whatever.

The problem is it seems like even the least item would be in the 1000's of gold pieces.

Spoiler:
I know that no matter how harmless, a clever PC is probably going to use an item in an unexpected way, but I don't see that as a good reason to bar items that add fun or flavor to a setting.


So given a rather lively discussion in another thread about what would have happened linguistically if long-lived races were real, would anyone be interested in doing an alternative Earth (possibly also Venus and Mars) where magic is real?


So let's take a class like the Cavalier (which basically seems to be a knight). Now, you can have its Oriental Counterpart (Samurai) without too many issues.

But now comes the magic!

The Eldritch Knight (some arcane spell-caster) and the Knight Templar (some divine spell-caster [and, yes, I know this is basically what a Paladin is]) and, for the heck of it, the Psionic Knight (some psychic spell-caster).

Now, in terms of themes, there's not much different between your basic Knight (rides around on horses, has a code of honor/conduct, can use armor and martial weapons) and the magical variants other than, well, they can use magic.

So, in theory, for any given class that doesn't have magic of some variety there could be three variants that have the same basic theme but with magical powers as well.

*:
This won't work quite as well in reverse since a non-magical Wizard or Alchemist is basically a scientist and Sorcerers simply won't work. Similarly, removing divine magic or psychic magic from classes with them leaves one in the same sort of world we live in where there's lots of people of faith but no real miracles or a $19.99 phone call can get one 'real psychic advice from a tested expert'.

I'm just wondering if anyone else sees it this way. I mean it's not too hard to switch a Bard into a Cantor variant (all that would need to be changed is the type of magic and probably some of the spells and performances). But it's a little more difficult switching out from a basic class idea like a Fighter and turning them into either a Magus or Warpriest even though they all would have more or less the same role.

For those curious, I have read the 5E Fighter class in D&D which does offer up as one of its variants a Fighter that can cast spells (called there the Eldritch Knight). I just was wondering how or if that sort of thing could work for Pathfinder.

Thoughts?


I was trying to figure out the RP cost for the hengeyoki. While almost all of their traits are covered under the race creator, two are not:

1)Hengeyokai Weakness: Hengeyokai are susceptible to cold iron. Cold iron weapons always do +1 damage against them. Moreover, a hengeyokai in an alternate form, when struck with cold iron, reverts instantly to her true shape.

I figured this would either be a -1 or -2 RP weakness, but I wasn't sure.

2)Shapechanger: A hengeyokai's true form is that of a humanoid with the face of an animal. The animal is that of its clan. A hengeyokai may change shape, appearing either as a human or in the natural form of her clan animal (alter self, beastshape I). A hengeyokai's human features are always the same, as are her animal features and these features are uniquely hers. That is, a hengeyokai cannot choose to take the shape or form of another person or animal in order to disguise herself without access to other abilities or powers. A hengeyokai can revert to her natural form at will. She may adopt her alternate forms a number of times per day equal to 1/2 her character level (minimum 1).

This is a problem. From the perspective of the Spell-like abilities, it has a Lesser one (alter self at 2nd level) and a Greater one (Beastshape I at 3rd level).

Now, the total cost just based on spell levels alone would be 5 RP (since the cost is equal to the level of the spell), but in the case of Spell-Like Ability, Lesser it can be used only three times a day while in the case of Spell-Like Ability, Greater it can only be used once a day.

Presumably from 1st to 3rd level a hengeyokai would only be able to adopt her alternate forms once a day. At 4th - 5th level it would be twice a day. At 6th - 7th level it would be three times a day, etc. until 20th level where they could do it ten times a day. I'm not sure whether or not this would cause the ability to be more than 5 RP or not.

Thoughts? Suggestions?

Hengeyokai costs 1 (6 RP):

Medium: Hengeyokai are Medium creatures and have no bonuses or penalties due to size. [0 RP]
Low-light Vision: Hengeyokai can see twice as far as humans in conditions of dim light. [1 RP]
Normal Speed: Hengeyokai (except for the Hare Clan) have a base speed of 30 feet. [0 RP]

Keen Senses: Hengeyokai receive a +2 racial bonus to Perception checks. [2 RP] {Skill Bonus}
Multitalented: Hengeyokai choose two favored classes at first level. Whenever they advance a level in either of these classes, they may choose either +1 skill point or +1 hit point. [2 RP]

Weapon Familiarity: Hengeyokai are proficient with the great club, long bow, and spear. (1 RP)
Languages: Hengeyokai begin play speaking Common and Sylvan. Hengeyokai with high Intelligence scores can choose from the following: Celestial, Draconic, Dwarven, Elven, Gnome, and Goblin. [0 RP]

Hengeyokai costs 2 (4 RP)*:

Badger (Mujina):
+2 Constitution, +2 Wisdom, -2 Charisma; [0RP]
+2 racial bonus to Heal and Knowledge (religion) [4 RP] {Skill Bonus}

Cat (Neko):
+2 Dexterity, +2 Intelligence, -2 Wisdom; [0RP]
+2 racial bonus to Climb and Stealth [4 RP] {Skill Bonus}

Dog (Inu):
+2 Strength, +2 Wisdom, -2 Dexterity; [0RP]
+2 racial bonus to Sense Motive and Survival [4 RP] {Skill Bonus}

Hare (Usagi):
+2 Dexterity, +2 Intelligence, - 2 Constitution; [0RP]
base speed 40 feet [1 RP] {Fast}

Monkey (Saru):
+2 Dexterity, +2 Charisma, - 2 Wisdom; [0RP]
+2 racial bonus to Acrobatics and Climb [4 RP] {Skill Bonus}

Rat (Nezumi):
+2 Dexterity, +2 Wisdom, -2 Charisma; [0RP]
+2 racial bonus to Knowledge (nature) and Stealth [4 RP] {Skill Bonus}

Raccoon-Dog (Tanuki):
+2 Constitution, +2 Wisdom, -2 Charisma; [0RP]
+2 racial bonus to Disable Device and Stealth [4 RP] {Skill Bonus}


*Except the Hare clan, which only has 1 RP.


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So, using the Thirteen Primes found in the Aligned continuity (which can be found here), I came up with five domains for each of the Primes listed as well as any subdomains I thought might apply.

I really wasn't sure if this should have been here (I mean, I'm converting Transformer quasi-deities into real ones) or homebrew. In any case, any thoughts or suggestions would be appreciated.

Prima: Glory (Heroism, Honor), Good, Law (Judgement, Loyalty), Sun (Light, Revelation), and War (Duels)

Vector Prime: Good, Time [Purple Duck Games], Travel (Exploration), Void (Dark Tapestry, Isolation), War

Alpha Trion: Good, Healing (Restoration), Knowledge (Education, Espionage, Memory), Rune (Language, Legislation, Wards), War (Tactics)

Solus Prime: Artifice (Construct, Industry, Toil), Good, Healing (Restoration), Strength (Resolve), War

Micronus Prime: Community (Cooperation, Education, Family, Home), Good (Friendship), Protection (Defense, Fortifications), Travel (Trade), War (Tactics)
Alchemist Prime: Air (Cloud, Wind), Earth (Metal), Fire (Ash, Smoke), War, Water (Ice, Rivers, Oceans)

Nexus Prime: Chaos, Community (Cooperation), Good (Friendship), Trickery, War

Onyx Prime: Animal (Feather, Fur), Good, Scalykind (Dragon, Saurian, Venom), Vermin, War

Amalgamous Prime: Chaos (Revelry, Whimsy), Good, Liberation (Freedom), Trickery, War

Quintus Prime: Animal, Good, Knowledge (Education, Thought), Plant (Growth), War (Tactics)

Liege Maximo: Charm, Evil (Corruption, Fear, Plague), Law (Legislation, Slavery, Tyranny), Trickery (Ambush, Deception, Espionage, Greed, Innuendo, Thievery), War (Tactics)

Megatronus: Chaos (Entropy), Darkness (Loss), Destruction (Hatred, Rage), Evil, War (Blood)

Optimus Prime: Good (Friendship, Redemption), Healing (Restoration, Resurrection), Liberation (Freedom), Nobility (Leadership, Martyr), War

Note that since their origins dictated they were brought into being specifically to fight Unicron, I gave all of them the War domain. I'm willing to change this if someone can give me a good reason.


Actually, I'm not sure where the trolls started to gain their regenerative abilities from, but one of my favorite artists is Humon who does interesting and amusing illustrations on facts about various fictional (and sometimes factual) creatures.

So, Humon has done Trolls here, here, and here, and I was curious what folks might do with each of the types of trolls presented (the valravn may also be included).

I suppose the larger ones might be more monstrous humanoids, but the smaller could be humanoid (troll).

Thoughts?


I know this has probably been done before, but I've been trying to figure out how magic might affect everyday things. Whether it is enhancing or altering flavors and smells to changing the color of items to music, there's a lot of potential.

I'll go into specific examples:

Permanently recoloring some item. (Making a piece of cloth a different color or giving it patterns, making armor or a shield have specific colors, etc)

Creating a magical music box. (Or music from some item in general - the music doesn't have to be enchanted, but I can imagine quite a lot of interest in magical lullabies for parents).

Making a cake (or other edible item) with an enhanced flavor or different one than one expects (vanilla that tastes like chocolate, for instance).

The magical equivalent of air fresheners or other ways to alter smells for a set duration.

Permanently making something feel harder/softer/warmer/cooler etc. (no damage, mind you, just making a feather pillow feel lumpy or a lumpy pillow feel soft or a blanket that is always warm and cozy, etc.)

Anyway, I'm just not sure what it would be like in a society where the average house has an interior climate control for hot and cold via magic as well as maybe something like an unseen servant helping to keep things tidy.


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Can anyone recommend a good way to create maps for various settlements?

I'm planning on a metropolis about the size of modern London that's going to be a major hub of trade - but London is some 607 miles square. That's quite a lot to map. I'm not sure what a good ratio is (is 1 mi = 1 in means making a map a bit more than 24 * 25 inches!) and part of my problem is that I'd like to include a lot of streets (though I probably don't have to include all of them, main streets and major side-roads would be a good idea).

I know that this isn't as large a problem the smaller you go (a thorpe would possibly consist of a handful of houses at best), but any advice would be appreciated!


Big Top Scooby Doo wrote:

Step right this way!

It's finally the day
the circus comes to town!
Where, true to the bill,
the acrobats thrill
And wild beasts are found!

All day,
child's play,
clowns, and balloons!
Fun filled,
until
the next full moon!

Laughter and cheers,
it happens each year
the circus comes to town!
So, unlock the cage
and light up the stage
for the greatest show around

All day,
child's play,
clowns and balloons!
Fun filled,
until
the next full moon!

Premise:

A carnival has come to the home town of your characters. Naturally everyone in town is excited and goes to the show. And of course, there's something sinister in the circus and it's up to the characters to figure out what!

Level:
This ought to be a good adventure for 1st level characters.

General Idea:
Basically I was thinking about all the Goosebumps books I read as a kid and similar types of literature where teens (or younger depending) would tackle some supernatural problem all on their own, so I'm looking for suggestions what the best route would be to go here. I know this flies a lot in the face of most fantasy fiction, since the way we see teens acting is at odds to the history of it, but I'm not trying to suggest that they'd act like modern teenagers, only that I thought it would be interesting if the characters got involved because they were going to have a good time at the carnival, like everyone else, but somehow something happens and they're the ones that need to investigate it.

On the ages:

I'm not sure if anyone would be interested in playing characters who are younger or not, but I did look up the ages here.

For Humans (who are technically adults at 15 and can have a variable age of 1 to 12 years) and Half-Orcs (who are adults at 14 but have the same variable), there wouldn't need to be young character rules in play for the teens, though alchemists, clerics, druids, inquisitors, magi, monks, and wizards would more likely be 17 (for humans) and 16 (for half-orcs) at minimum.

Half-elves are trickier since they aren't technically adults until 20 and have a 1 to 18 year variable, meaning most half-elf alchemists, clerics, druids, inquisitors, magi, monks, and wizards would minimally be 23.

Gnomes and Dwarves both are adults at 40 (the same age as some parents!) and Dwarves have a variable of 3 to 42 years while Gnomes have 4 to 54.

Finally, Elves aren't adult until 110 (they've probably already outlived a couple generations of humans) and have between 4 and 60 years as a starting age.

In any case, I'd like to develop this idea more, but I'd like suggestions for things that are going to be appropriate for 1st level characters. I already figured the carnival has the usual types of acts: sword-swallowers, jugglers, and acrobats, as well as exotic animal acts (and I'm not opposed to some of these being very exotic). I also figured there's probably a sideshow as well. For those interested, there will be an actual magic user as the magician with an assistant. However, the act consists both of real magic and the types of "magic tricks" we'd see in reality.

I don't think anyone in the circus ought to be above 3rd level, but I'd really like suggestions.

Of course, if anyone just wants to use this thread to discuss creepy carnivals and circuses in general, you are welcome to do so. I just would hope folks would keep it towards the lower end of the levels (1-5) because I don't see any reason characters of those levels shouldn't feel like they're having fun.


There are a lot of feats out there, some better than others. Having read this thread, I thought I might start my own and ask folks here (especially those who have played a lot) how they would rank a feat.

Now, of course, the problem is that this can involve a lot of subjective views on what makes a good feat, so I'm going to include parameters to help folks interested in ranking a feat:

I. Usefulness:

A) How many classes can benefit from this feat?
5) All or nearly all
4) Most (75% or more)
3) About half
2) Few (25% or less)
1) Almost none
0) Even the class(es) that can use the feat won't really benefit from it

B) How often can the feat be used in play?
5) Any time the character wants
4) An increasing number of times per day (modifier increases number of uses)
3) A fixed number of times per day (no modifier to increase number of uses)
2) Once per day or only under commonly occurring circumstances*
1) Once per week or only under rarely occurring circumstances*
0) Once a month or less or only under special circumstances*

*Because of how campaigns vary, these circumstances can alter. For instance if it's common to fight the undead, the feat is more useful than if the undead are uncommon or rare. For a generic use, however, I think that things like vermin, goblinoids, and the undead are usually sufficiently common. Similarly, if the feat only takes effect while in a certain terrain, the usefulness varies, but being underground or in a forest/jungle, could generally be considered common circumstances. The difference is not going to be that great overall.

C) How often is the feat used in play?
5) Every time it can be used
4) Most of the time (75% or more)
3) About half the time
2) Some of the time (25% or less)
1) Almost never
0) I've had to homebrew this feat to make it usable.

II. Obtainability:

A) Who can use the feat?
5) Everyone/Anyone
4) Someone of a particular race that is common in the setting
3) Someone of a particular race that is uncommon in the setting
2) Someone of a particular race that is rare in the setting
1) Someone of a particular race that is normally an NPC race in the setting but who is allowed to be a PC race
0) Someone of a particular race that is an NPC only in the setting

B) When can the feat be obtained?
5) Immediately a 1st level
4) Somewhere between 2nd and 5th level
3) Somewhere between 6th and 10th level
2) Somewhere between 11th and 15th level
1) Somewhere between 16th and 19th level
0) 20th level only

C) How many prerequisite feats are there?
5) None
4) One
3) Two
2) Three
1) Four
0) Five or more

D) How many prerequisite ability scores are there?
5) None
4) One score of 13+
3) Two scores of 13+ or one score of 15+
2) Three scores of 13+, two scores of 15+, or one score of 13+ and one score of 15+
1) Four (of any combination)
0) More than four or any score(s) requiring 17+

III. Coolness:

How cool is this feat?:
5) Very cool, regardless of any limitations
4) Very cool, especially with some minor tweaking
3) Cool, though it needed some tweaking to be better
2) Cool, but only after some major tweaking
1) Bland - it didn't need tweaking, but it isn't all that appealing
0) Uncool - why did they even make it?

While I realize that coolness is highly subjective, nonetheless I think it should play a factor in the ratings since beyond just mechanics, the game is also about imagination and some things are inevitably going to be more appealing to the imagination than others.

There are eight separate questions with a rating scale of 0-5. Add them up and use the following tiers. The points are optional:

Tier 1: 31-40 {4 points}
Tier 2: 21-30 {3 points}
Tier 3: 11-20 {2 points}
Tier 4: 1-10 {1 point}
Tier 5: 0 {0 points}

Note that none of these questions take into account what the feat actually does. I didn't include this because I felt that it wouldn't matter overall. Usually the more powerful the ability (like flight or extra attacks or similar) are also limited by level or times per day of use - so while it might be high in terms of amount of times used and coolness, it's going to be tempered by the level/limits. There are probably going to be some borderline cases, but I think the nine-point range in most of the tiers will keep them from being too close most of the time. The most likely source of contention (outside coolness) will be usefulness, since any feat that is limited to a certain circumstance is, by nature, going to vary by how often these circumstances are met. I recommend people use their best judgement in such cases.

Also note that a score of 40 does not necessarily mean the feat is overpowered: it simply means that the feat is useful, easy to obtain, and very appealing. However, it's very unlikely any feat will get a 40 since mundane use feats are unlikely to meet the coolness factor (a +2 Fort save is all well and good, but isn't something one's likely going to get excited over) and feats that give extra attacks, damage, or special abilities aren't likely going to meet the other criteria.

If a feat scores all zeros, however, there is something very wrong.


Archipelago is a world where there are multiple island chains both on the sea and in the sky. There are seven larger islands/continents (no smaller than Greenland and no larger than Australia) called the Seven Sisters which are the starting places for the PCs and other races. The whole world would be tropical in nature with some subtropic regions near the poles. I'm not sure if any of the Seven Sisters is one of the skylands, since they seem a might too large for that. I was thinking there could be floating islands as well (sea islands that can change positions over time).

The ideas I have for Archipelago in terms of adventures are:
1) Exploring: The world of Archipelago is largely uncharted much beyond the Seven Sisters and the isles between them.
2) Kingdom Building: The option would be for the PCs to set out on their own and create their own kingdoms and/or work with an established empire on one of the Seven Sisters to do so.
3) Survival: The PCs find themselves shipwrecked on one of the many islands. They and the remaining crew and passengers must survive until they can either be rescued or until they can find some other way off the island. There would be an option to stay there permanently, particularly if it was a colony ship anyway, but at least some of the NPCs are going to want to leave.

I had thought that Archipelago is a world that was discovered by the various races not too long ago (between 25 and 100 years). There are naturally occurring gates between the Prime and Seven Sisters (and only the Seven Sisters), but they were fairly erratic until recently when mages on the Prime stabilized them.

I was thinking that some places on Archipelago are much larger on the inside than they seem on the outside. The world also has a much more elemental/primordial nature to it than the Prime which could cause its own issues (such as the slow transformation of races).

Deities are real here and they are responsible for the creation of both the Prime and Archipelago. In the back of my head there is the thought that the world itself was actually created not too long ago and is, in reality, a testing ground for the Prime races. The deities are deeply invested in the races, but I was thinking that lately the races might not be so deeply invested in the deities and the deities are less concerned about lack of worship than they are worried the races are heading along a path of self-destruction. While the deities could intervene if such were to happen, they are also of the opinion that it's also risky since the races might not take things seriously if there are no permanent consequences.

I haven't decided yet whether or not there will be native races. I was initially not going to have any and simply have most of the drama be due to the various nations and their intrigues or the simple matter of surviving and establishing new settlements on a new world that has a lot of nasty native species (yes, there will be dinosaurs). On the other hand, native species also present a unique challenge as well - not just because they are intelligent but also because of how they may be treated (historically, in real life, things tended not to end so well for natives in an area controlled by a colonial power). Naturally, native species could also fit into the test aspect for the deities, since their treatment by Primes would indicate morality (whether they are treated fairly, enslaved, or victims of genocide).

I've also not yet decided on the level of tech and magic that the Prime races will have (I was thinking that it could be anywhere between 1600's and 1800's with the latter end having more steampunk elements). I don't plan on the Prime itself featuring much here, though I could develop it if need be.

Finally, I'm not sure on the races. Standard races are okay, I suppose, but I'm a bit more interested in something beyond Humans, Elves, Dwarves, and so on. I might just roll for races using the 5 random races twice for ten races.

Thoughts and suggestions would be appreciated.


So, in the rules section I was trying to find out if there was a particularly good reason dancing darkness and darkness were not 0-level spells.

I was thinking of house ruling them to be 0-level spells in a campaign I'm going to be running later this year. Is there any reason this might not be a good idea?


I've noticed that dancing lights [0] is a level slot lower than dancing darkness [1] and that light [0] is two lower than darkness [2].

Deeper darkness and daylight, however, are at the same level [3] and seem to do the same thing just as the other pairs do. Is there a particular reason that dancing darkness and darkness are not both 0-level spells?

I mean, I know I could easily homebrew them to both be 0, but I was wondering why they are higher level. Are they somehow intrinsically more powerful?

I also apologize if this is in the wrong thread. This seemed like a rules question.


So my question is: would it be possible to have speak with animals as an at-will extraordinary ability? I ask because there have been many examples of characters in literature who are raised by animals or are otherwise shown to be close to nature by their ability to speak with animals.

I've been reading through the 5E backgrounds, and it occurred to me that characters literally raised by wolves (or some other animals) or who have a closer connection to nature than usual might be able to talk with animals.

And, while I know this might be something of a racial trait for Elves and Gnomes, I didn't think it had to be limited to them. Thoughts?


So Kobold Press came out with the Midgard Setting a while back. I haven't had a chance to look it over, but it did get me to thinking about what it might be like to have a setting set somewhere more tropical.

There are quite a number of real world cultures located within the subtropical and tropical settings. I'm interested in suggestions or ideas for what to put into somewhere that is always warm and usually sunny (except in monsoon season).

Anyone want to help?


So I'm trying to create a city for a friend of mine that likes Urban Fantasy stories. My thought was that the city would combine Victorian London with Gilded Age New York City. It is going to be magical steampunk and I'm not opposed to a lot of magic devices being around (for instance, street lights could have continual flame cast on them with some mechanism that shuts them off during the day).

I'm not sure how "gritty" the metropolis should be. I'd like a nice balance where the city isn't too idealistic but where it's also not a cesspool of crime and corruption either.

My friend likes Aasimar, Genie-kin, Humans, Kobolds, Tengu, Tieflings, and the Wyvaran so it's my intent to make those the PC races here. Probably there will also be some form of Construct race here since he likes those as well. (The Wyvaran might change - he just really likes humanoid dragons.) There might end up being some kind of fey-touched as well since there are others touched by other planes too.

I'm really not sure exactly where to start. I figure there's something like Big Ben and the Brooklyn Bridge, and some cross between Richmond Park and Central Park - possibly with some more parks spread around.

Suggestions?


I don't seem to recall any spells that give a certain amount of healing over time. So, I tried to come up with one. Not sure the level is right, though. If anyone can point me to anything that's like this (besides the Inquisitor's Healing Judgement, which is the basis for it).

*
*

Fast Healing Wounds:

School conjuration (healing): Level bard 1, cleric , druid 1, inquisitor 1, oracle 1, paladin 1, ranger 2, witch 1

Casting Time: 1 standard action

Components: V, S

Range: touch

Target: creature touched

Duration: 3 rounds + 1 round per two caster levels

Saving Throw: Will half (harmless); see text

Spell Resistance: yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that bestows fast healing 1 on the target. This causes the creature to heal 1 point of damage each round as long as the creature is alive and the spell lasts. The amount of healing increases by +1 point for every three caster levels (maximum +5).

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Thoughts?


There has been quite a lot of talk over time about martial/caster issues, but I don't know that anyone's quite gotten to the point of asking what makes a wizard a wizard.

Now, it's easy enough to say that a wizard is a character that can cast arcane spells, but thematically that's not a lot to work with. I mean, you have the Bard who can cast spells with the theme of being a singer. Then too there's the Magus which is an arcane caster who is also a warrior.

Finally, you have a lot of distinctive wizard schools of magic but what really makes these work? Why isn't a Bard simply a type of Wizard that specializes in Enchantment and Illusion magics?

I guess what I'm trying to get at is what would you see a wizard doing or being. I, for instance, could see them using a spell book or spells written on bits of paper in order cast spells but can cast spells as long as he has access to his spell book or these papers.

Thoughts?


I've been wondering for a while if it would be a good idea to combine the Cleric and Druid and what that might look like. One of the issues is that, thematically, the Druids are the outdoor types that tends to worship nature as a whole or more primordial nature deities, while Clerics seem to be more city types who might worship some nature deities but not as a general focus. Yet there's enough overlap that I'm wondering why one is not an archetype for the other.

There's been a suggestion for a hybrid of the two as well as replacing them. There's even been a thread for variants.

I'm sure there have probably been more threads about this, but I'd like some advice. What would folks like to see?


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I know there's been talk about this before, but is it likely there will be more Unchained classes?

If there are, would the Unchained Barbarian, Monk, Rogue, and Summoner be included in the same book as, say the Unchained Alchemist, Bard, Cavalier, Cleric, Druid, Fighter, Gunslinger, Inquisitor, Magus, Oracle, Paladin, Ranger, Sorcerer, Witch, and Wizard.

Would we then have Unchained Arcanist, Bloodrager, Brawler, Hunter, Investigator, Shaman, Skald, Slayer, Swashbuckler, and Warpriest?

Would we need Unchained versions of the Kineticist, Medium, Mesmerist, Occultist, Psychic, and Spiritualist or are they already like Unchained classes?

Finally, how would this affect prestige classes - in fact, are they even needed with the various class archetypes and hybrids?


We've had a thread where you roll for 5 races to get a setting, and I've seen people do other things with their races. I'm just curious if folks here think Tolkien-based races must be in any world or, if they aren't, what folks likes to use instead.

I'm also curious if folks have done anything with humans differently. For instance, it would be possible to use the Bible's Genesis for human life spans. Then there could also be various subraces (undersea, for instance).

Thoughts?


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So a friend and I had discussed having Third Earth as a potential setting. For myself, I'd be interested in seeing a mix of a couple different things even if I'm not sure where, exactly, to go.

From Thundercats:
I liked the 2011 reboot to a degree (I was not happy when they canceled it and left it on a cliff hanger). My thought is that Third Earth (Trigeo?) orbits around a gas giant and there are other moons as well, which can influence things on the planet.

Naturally the standard races would include Catfolk, Lizardfolk, Dogfolk, Vanara, Tengu (or some variety of bird folk), and Ratfolk.

I might add to that the Berbils (who would probably be some form of living construct) and humans (in the old series there were a number or, at least, humanoids close enough to pass).

I'm not sure if Wolos and Bolkins would be separate races or some variety of human. Trollogs and Giantors would probably be NPC races, but I prefer to avoid NPC races since inevitably someone wants to play one anyway.

From the new series there could be Elephants, Tiger Sharks, Fishmen, and Petalars (they'd need a much longer lifespan to work as a PC race, though) and from the old series I could see using Tuska, Mudhogs, Brute-men, and Snowmen.

Thoughts on races?

There's a list of natural areas on Third Earth here and some from New Thundera here. And, of course, there are places on Third Earth from the 2011 series here. I could probably use all the places but if anyone has any preferences I'd be interested in knowing.

Should I build characters and magic items and places for it? Would it be interesting to include places/item from other series like He-man or She-ra?

Any other thoughts? Suggestions?


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So in the five random races world-building exercise thread I got halflings, kobolds, two types of sprites, and gnomes. But I'm not really that deviously-minded. I came up with the following for a setting:
*
*
*

Short Story:

In the town of Oakwood was decked out in brightly colored streamers and balloons. The residents had all been preparing for the festival, and some of their neighbors from Bogwood Lake had come to join in, their skin as brightly colored as the decorations. The sea sprites could live in any body of water, and these had lived in Bogwood Lake since time out of mind. A few kobolds hung around in a small group, their delicate jewelry and mechanical music makers ready for buying. Overhead, a few sprites flew, their butterfly-like wings coloring the skies.

"They're coming! The gnomes are coming!"

The Base Races:

The halflings are one of the native races of the Prime. They maintain small, rural communities widely spread out. Though they are generally content with home live, they occasionally get wanderlust and will go on various adventures.

The kobolds are another of the native races of the Prime. Though they tend to prefer mountainous or hilly areas, they will live anywhere else. They enjoy a brisk trade with the halflings, being excellent crafters and masons as well as miners - trading their mined goods for halfling goods, particularly their beer.

The undine (sea sprites) come from the realm of the fey. Whether they, their airborne cousins or the gnomes were first is impossible to say, but they were the first that the halflings encountered. Undine are small and look like gnomes. Their skin has patterns like colorful tropical fish or nudibranches, with seaweed like hair that has colors like coral.

The gnomes also come from the realm of the fey. Traveling in covered wagons and yurts they trade as they travel and love to entertain. Their fair trade makes them very popular among both halflings and kobolds, though the more serious kobolds often look at their behavior in askance.

The sylphs (sprites) are the third small race to come from the realm of the fey. They have butterfly-like wings and long, pointy ears with tips like antennae. They are more similar physically to halflings and, though they love to wander, they also enjoy the comforts they find when around halflings.

Other Info:
Gnomes traveled along regular paths, trading goods from near and far as they went. Their yearly visits were always looked forward to. Since they were also known for creating their own unique items, it looked to be an exciting time all around - though halflings always wondered if one or more of their number might run off and join the gnomes when they left.

Treyford is a quiet, pastoral country inhabited by Halflings for the most part. To the west, Kobolds lived in their mountain citadel of Zornahzin while the Undine live in Bogwood Lake to the north. Sylphs live in the Lighttree Forest to the east, while Gnomes travel the lands all around, largely in the Haywild Plains to the south. However, in the north-east lay the Nomik Wyldwood - where the realm of the wild fey meets the Prime. Though it is largely quiescent at certain times of the year it becomes active and dangerous.

The Wyldwood is the realm of the fey. It attached to the Prime at some time in the past (at least five thousand years ago), however, the only fey to leave it initially were the sprites, sea sprites, and gnomes - though all have stories of being driven out by some dark force. five hundred years ago, this dark force manifested in the form of the Phobetoi - soulless nightmare creatures. Their entrance caused the Wyldwood to become permanent in some places. Rather than flee, however, the gnomes, undine, and sylphs stood fast with the kobolds and halflings and drove back the phobetoi and placed magical wards on the Wyldwood so that it could only open into the Prime at certain times of year. Similarly, the fey world can only be accessed at these times. Daring adventurers have found ruins there that suggested the fey once had an advanced civilization before the phobetoi came and drove them out - but gnomes, sylphs, and undine have no memories of it - presenting another mystery.

Now, I had been toying with the idea of adding in a variety of minotaur that work as farmers and masons, helping the kobolds in their mines and with inventions (since they seem to love complicated gadgets) and helping halflings with their farms when they aren't simply hired muscle. I had thought to make them both humanoid (minotaur subtype) and medium sized (around 7 to 8 feet tall, which will appear large). I keep getting a picture of a minotaur with a kobold sitting on its shoulder and both of them in steampunk gear.

I've also been thinking about adding other small races (like grippli and ratfolk). But I'm pretty lousy when it comes to drama for a setting, so any suggestions would be appreciated.

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