I got a lot of races, but for favorite humanoids in my setting, I'd say it goes to a specific subrace of humans known as Native Moroans or Wastelanders. They live in a region of the continent which is highly tainted with negative energy which makes them essentially half-undead, and many are cursed with "anti-souls" which nearly guarantees they come back as undead or worse, as owbs (undead daemons, think Pathfinder's Nightshades).
In a broad scope, I would say either humans or elves as they have the most diversity in my setting culture-wise.
For my games, I rule that if it's an officially published race, it has a place somewhere in my setting if I can make it fit my lore. With that said, I do also have some homebrew species I've been playing around, such as bizarre humanoids whose descendants spent too long in a parallel dimension where the rules operate differently, and a variety of insect folk who don't achieve sapience until they reach full adulthood.
Not exactly. They're from something more like the Far Realm, but that dimension runs perpendicular to normal space so it has varying degrees of inhabitabilty. The race boasts a number of abilities, such as resistance to diseases and attempts to tamper with their minds.
Basque and Basajaunak aren't frogs. The former were in europe before europeans and the latter were half remembered neanderthals and their hybrid children.
>Humans
Roughly four major subraces with a cavalcade of ethnicities, just as in real life. In the relevant game area, mainly the not!Europeans are the major influence, but not!Asians also figure. >Elves
Four major castes/races (High, Blood, Night, Wood). Since the last war, they've been reduced to a shadow of their former glory, and now reside mainly in their central homeland, with a few isolationist colonies or enclaves across the world. >Dwarves
While all dwarves call mountains their home, they are a highly adaptive race that slowly take on characteristics of their environment, and within a single generation will start to exhibit local variance, resulting in frost dwarves, wild dwarves, shield dwarves, gold dwarves, and even sea dwarves. Each dwarven hold constitutes its own state, so they're an eclectic bunch. >Tauren
Tribal and nomadic minotaur-like hunter-gatherers divided into oft-warring tribes across the plains and forests of the New World. Does not have any subraces as such, but some are born as whitecoats or blackmanes, which holds spiritual significance in their shamanic "society". >Thri-Kreen
Another race of the New World, these mantis-like warriors cluster around the deserts, forming individual hives that although they rarely war with eachother, quickly develop distinct phenotypes that treat eachother with distrust. All are equal under each hive queen, however, and individuals from the same hive can be incredibly hard to tell apart without psionics or pheromone sensitivity. >Slimefolx, an ooze-based servant race employed by the arcane aristocracy. >Ghoran, plantpeople that have domesticated semi-intelligent fussy crystal spiders. >Warforged, an android warrior race left to their own devices following the end of the great war and its cataclysmic end. >Ysoki "Ratfolk", a race of small and rat-like itinerant merchants that only recently came to the New World seeking new opportunities and maybe even land.
This is the gayest and most generic setting imaginable. At this point you should honestly go with "generic fantasy setting" and make it up session by session.
>Luren
Smallest races of the main ones, the Lurens races is divided betwen the whites and blacks Lurens, white Lurens are unable to use magic but they possess a great strength and their bodies are more tough, for the black Lurens, they possess great magic capacity, the more the tentacles, the stronger mage they can become but lack in physical strenght. Lurens are very fond of what they consider the natural order of the world, everything as a place and should not stray away from it. >Daen
Human ancestors, they live longer and are stronger than regular humans. Daens are the main race, they are divided in many kingdoms and have a long history of wars and conquest. >Ileïs
Nobody want to have business with them, the Ileïs are closely related to the moon, touched by the power of the moon, and like everything that is blessed by the moon, they are murderer, thief and liar, they live in a far away land that is a shithole and the only form of order you could find there, is a power hungry matriarchal moon cult. >Demvar
Artificial race made with the blood of dragons and bodies of demi-gods, they used to hunts the dragons but after the dragons were no more, their creators gave them freedom and cast them away. Some of the Demvars started to worship the dragons they hunted, others try to find somewhere to settle and others turned on the others races to quench their need for blood. >Oberon
First of the two giant race, most of the Oberons live in an empire, only a small group that parted away long ago are not part and close to the Oberon's empire. Their are many different Oberons ethnicity and most of them are governed by great houses, each are subordinate to the empire and hold great powers as long they help the empire hold itself. Female can use magic where males cannot. >Faendaeïtir
Second of the two giant race, the Faendaeïtir are few but they are extremely strong, body made of iron and the strength to move mountains, but they are destined to disappear, unable to reproduce.
>Humans.
All the different races, ethnicities, and cultures of RL. Humans are noted as being extremely un-talented in both magic and sciences by birth, but with the extremely unusual, practically unnatural capacity to comprehend and understand both the polar opposite concepts, and even work them together into magitech, as the other races consider one utter Anathema to the other. >Elves.
All the magical or semi-magical creatures. The creatures of magic and meanings, no two need be truly alike in looks or nature. Known subspecies of Elf include Ancients ( each representing constant and unchanging concepts that are not race dependent or sapience dependent, Elders (Ancients, but the concept is race or sapience dependent), Fairies (smaller and less constant Elves, with short term meanings or relevance, ergo short term lives) and Orcs (what happens when you take a theoretically Immortal creature like and Elf, and burn up its wick in a flash. A WMD that lives for maybe three days at best while performing its destined activity, if not a matter of hours or minutes, but it's effectively undeniable during that time).
They dwell in the FaeWyld, a magical realm that joins to ours for those gifted to walk it. It is a place where time, distance, or direction is truly meaningless, and the only constants that matter is intent, and persistence in traveling. >Dwarves.
The opposite of Elves. No magic, no meaning or grasp of the concept of either, if concepts at all. Extremely intelligent creatures, they are literally incapable of being wrong about a hard science by 'biology', but don't know what the knowledge means or can mean, again by biology. They live under the mountains and bedrock, near magma, hence the name Dwarves, but they more resemble Admech, and will reproduce through unknown mating means, or through literally forging a robot with all their practical parameters for being a dwarf.
>Humans
They believe in God and are grateful for his grace. >Kobolds
They also believe in God and are also grateful for his grace. >Goblins
They of course believe in God but they pray the wrong way, so the kobolds want to kill them, but the goblins have giants on their side so they can't. >Naga
Naturally they believe in God, but they pray wrong and don't have giants on their side so the kobolds kill them easily enough. >Bearfolk
Believe in God as all bears do, they pray wrong but they're better at killing than kobolds. >Gatorfolk
They believe in God? >Tentacle people
They believe in... A quasi-angelic kraken aspect of God? Well they're too far for the kobolds to get to them. >Golems (Jihad bots)
Alchemists literally put the fear of God in them so they can put the fear of God into heathens.
>Humans
Opportunistic apex scavengers with a high libido >Blumans
Like humans, but blue! >Pygmies
Diminutive cousins of common humans from the darkest heart of Africa >Scarecrows
Cheap homunculi that control 100% of agricultural production >Ska'hree
Imposing four armed insectoids who are at home in swamplands and have a deep, vibrant culinary culture >Crabmen
Intelligent and enterprising mercantile crustaceans >Cynocephali
Pious men with the heads of dogs
>Dwarves >Elves >Gnomes >Humans >Tieflings (pre-4e tieflings)
Made so that the races are pretty alike in apperance and height overall (except for gnomes). So every character is in fact a human, with small differences.
Orcs and goblins fall under tiefling. Tieflings freatures are based on which god have "blessed" them.
Gnomes are just hobbits.
>not!elves that have hand feet, tails, and only live for 50 years—not aging from 10 onwards (they mature quicker than irl humans) until their final year where they do so rapidly before dying
>not!dwarves with metallic or stone skin and metal/stone horns/antlers
>beastfolk that appear as a mix of not!elves and animals. They fall into some uncanny valley of human-animal hybridism and are not just furries/kemonomimi. Also, any real-world animal these beastfolk resemble do not exist in my setting, so for example I made wolf-people so I removed wolves from the world, replacing the animal's niche with packhunting terrestrial bats whose wings became vestigial. I did this for a lot of entire animal species, leading to some interesting wildlife I think is neat, like squids replacing all fish in the sea or winged frogs and snakes replacing birds and their croaks or hisses in place of birdsong.
>Tiny cat-race (yes, any feline animal also doesn't exist because of this race) that grow a new tail when something extraordinary or incredibly fortunate happens in their life, up to 9. Each tail extends their lifespan a 100 years and greats them more and more supernatural luck.
>Dragonborn, but they are literally the offspring of dragons and can "ascend" to become true dragons later in their lives by amassing a "hoard" of something (wealth of knowledge, literal wealth, physical prowess and feats, etc.)
For player races I'm pretty much open to anything as long as it seems reasonable. Usually I request at least a few players use a race that will be featured prominently in the setting so that they're not all strangers. As for what I feature, I've moved away from any Tolkien races since I feel there's nothing more I can do with them that hasn't been told before. Usually I'll do: >Humans >A few beast races, particularly ones with physical traits that would lead to unique societies, like avians or kobolds >Some sort of construct or robotic race >Some sort of spiritual or magical race
I aim for 4 to 6 prominent races in a setting with others being travelers or outsiders.
> Meren
The default. Look like Semitic elves, but fill the role of humans, kinda like the Hylians in the Zelda series. > Habi
Assyrian inspired hobgoblin-like people > Sfen
Sphynxes. Just straight up Sphynxes. Please don't ask about the dumb name I have no excuse. > The Tunnelmen
Multi-stage life, starts as a clay-like amoeboid before becoming vaguely humanoid at maturity, then slowly ossifies as they reach old age. > Other shit from foreign lands
Always useful to have a back door for exotic shit.
> The Tunnelmen >Multi-stage life, starts as a clay-like amoeboid before becoming vaguely humanoid at maturity, then slowly ossifies as they reach old age.
Love me some multi-stage life.
I got a lot of races, but for favorite humanoids in my setting, I'd say it goes to a specific subrace of humans known as Native Moroans or Wastelanders. They live in a region of the continent which is highly tainted with negative energy which makes them essentially half-undead, and many are cursed with "anti-souls" which nearly guarantees they come back as undead or worse, as owbs (undead daemons, think Pathfinder's Nightshades).
In a broad scope, I would say either humans or elves as they have the most diversity in my setting culture-wise.
>Furries
>Robots
>Slimes
>Griffons
>Eevees
Neopets/10, would play.
>humans
>dragonborn
>hill dwarves
>trolls
>ogres
A setting with no women, huh?
>Humans
>Elves
>Dwarves
>Gnomes
>Goblins
>Amazons
>Saurians
>He doesn't know about female dragonborn
Sure
>Humans
>Elves
>Dwarves
>Goblins
>Kobolds
>Gnomes
The gnomes are Welsh
Why are the gnomes Welsh, anon? Depending on your answer, I may not forgive you.
The gnomes are Welsh because they’re gnomes
For my games, I rule that if it's an officially published race, it has a place somewhere in my setting if I can make it fit my lore. With that said, I do also have some homebrew species I've been playing around, such as bizarre humanoids whose descendants spent too long in a parallel dimension where the rules operate differently, and a variety of insect folk who don't achieve sapience until they reach full adulthood.
>if it's an officially published race
tf does that mean?
Tell me more about the former with humans who run on different rules. Sounds cool. Are they from the Realm of Dreams or something?
Not exactly. They're from something more like the Far Realm, but that dimension runs perpendicular to normal space so it has varying degrees of inhabitabilty. The race boasts a number of abilities, such as resistance to diseases and attempts to tamper with their minds.
>Bretons
>Normans
>Franks
>Basques
>Lutins
>Bisclavrets
>Laboused an Ankou
>Basajaunak
Are eight different frogfolk races necessary?
Not even slightly but I do it anyway.
Basque and Basajaunak aren't frogs. The former were in europe before europeans and the latter were half remembered neanderthals and their hybrid children.
>Drakes (Small Dragons)
>Dwarves
>Elves
>Giants
>Goblins
>Humans
>Ogres
>Orcs
>Pech (Gnome/Halflings)
>Rootwalker (Treants)
>Saurians (Lizardfolk)
>Unborn (Golems)
>Drakes (Small Dragons)
And by "small" we mean "body length of 15 ft (4.6 m)".
And then there's the crazy variety of options you get when you start adding splinter race feats.
>Humans
>Elves
>Goblins
>Humans
Roughly four major subraces with a cavalcade of ethnicities, just as in real life. In the relevant game area, mainly the not!Europeans are the major influence, but not!Asians also figure.
>Elves
Four major castes/races (High, Blood, Night, Wood). Since the last war, they've been reduced to a shadow of their former glory, and now reside mainly in their central homeland, with a few isolationist colonies or enclaves across the world.
>Dwarves
While all dwarves call mountains their home, they are a highly adaptive race that slowly take on characteristics of their environment, and within a single generation will start to exhibit local variance, resulting in frost dwarves, wild dwarves, shield dwarves, gold dwarves, and even sea dwarves. Each dwarven hold constitutes its own state, so they're an eclectic bunch.
>Tauren
Tribal and nomadic minotaur-like hunter-gatherers divided into oft-warring tribes across the plains and forests of the New World. Does not have any subraces as such, but some are born as whitecoats or blackmanes, which holds spiritual significance in their shamanic "society".
>Thri-Kreen
Another race of the New World, these mantis-like warriors cluster around the deserts, forming individual hives that although they rarely war with eachother, quickly develop distinct phenotypes that treat eachother with distrust. All are equal under each hive queen, however, and individuals from the same hive can be incredibly hard to tell apart without psionics or pheromone sensitivity.
>Slimefolx, an ooze-based servant race employed by the arcane aristocracy.
>Ghoran, plantpeople that have domesticated semi-intelligent fussy crystal spiders.
>Warforged, an android warrior race left to their own devices following the end of the great war and its cataclysmic end.
>Ysoki "Ratfolk", a race of small and rat-like itinerant merchants that only recently came to the New World seeking new opportunities and maybe even land.
Ran out of space there on the end so truncated.
This is the gayest and most generic setting imaginable. At this point you should honestly go with "generic fantasy setting" and make it up session by session.
>High Elf
>Wood Elf
>Dark Elf
>Sea Elf
>Desert Elf
>Snow Elf
>Star Elf
>Winged Elf
>Luren
Smallest races of the main ones, the Lurens races is divided betwen the whites and blacks Lurens, white Lurens are unable to use magic but they possess a great strength and their bodies are more tough, for the black Lurens, they possess great magic capacity, the more the tentacles, the stronger mage they can become but lack in physical strenght. Lurens are very fond of what they consider the natural order of the world, everything as a place and should not stray away from it.
>Daen
Human ancestors, they live longer and are stronger than regular humans. Daens are the main race, they are divided in many kingdoms and have a long history of wars and conquest.
>Ileïs
Nobody want to have business with them, the Ileïs are closely related to the moon, touched by the power of the moon, and like everything that is blessed by the moon, they are murderer, thief and liar, they live in a far away land that is a shithole and the only form of order you could find there, is a power hungry matriarchal moon cult.
>Demvar
Artificial race made with the blood of dragons and bodies of demi-gods, they used to hunts the dragons but after the dragons were no more, their creators gave them freedom and cast them away. Some of the Demvars started to worship the dragons they hunted, others try to find somewhere to settle and others turned on the others races to quench their need for blood.
>Oberon
First of the two giant race, most of the Oberons live in an empire, only a small group that parted away long ago are not part and close to the Oberon's empire. Their are many different Oberons ethnicity and most of them are governed by great houses, each are subordinate to the empire and hold great powers as long they help the empire hold itself. Female can use magic where males cannot.
>Faendaeïtir
Second of the two giant race, the Faendaeïtir are few but they are extremely strong, body made of iron and the strength to move mountains, but they are destined to disappear, unable to reproduce.
I like these anon
>Skittermanders
>Dragon men (includes Kobols)
>Nephilim
>Elf
>Dwarf
>Ork
>Gnome
>Human (but not to the same extent as the other races)
The Gorae. They're hybrids between Derro and Mind Flayers from my campaign setting's Dwarven homeworld of Not!Mars.
>Humans.
All the different races, ethnicities, and cultures of RL. Humans are noted as being extremely un-talented in both magic and sciences by birth, but with the extremely unusual, practically unnatural capacity to comprehend and understand both the polar opposite concepts, and even work them together into magitech, as the other races consider one utter Anathema to the other.
>Elves.
All the magical or semi-magical creatures. The creatures of magic and meanings, no two need be truly alike in looks or nature. Known subspecies of Elf include Ancients ( each representing constant and unchanging concepts that are not race dependent or sapience dependent, Elders (Ancients, but the concept is race or sapience dependent), Fairies (smaller and less constant Elves, with short term meanings or relevance, ergo short term lives) and Orcs (what happens when you take a theoretically Immortal creature like and Elf, and burn up its wick in a flash. A WMD that lives for maybe three days at best while performing its destined activity, if not a matter of hours or minutes, but it's effectively undeniable during that time).
They dwell in the FaeWyld, a magical realm that joins to ours for those gifted to walk it. It is a place where time, distance, or direction is truly meaningless, and the only constants that matter is intent, and persistence in traveling.
>Dwarves.
The opposite of Elves. No magic, no meaning or grasp of the concept of either, if concepts at all. Extremely intelligent creatures, they are literally incapable of being wrong about a hard science by 'biology', but don't know what the knowledge means or can mean, again by biology. They live under the mountains and bedrock, near magma, hence the name Dwarves, but they more resemble Admech, and will reproduce through unknown mating means, or through literally forging a robot with all their practical parameters for being a dwarf.
>Humans
They believe in God and are grateful for his grace.
>Kobolds
They also believe in God and are also grateful for his grace.
>Goblins
They of course believe in God but they pray the wrong way, so the kobolds want to kill them, but the goblins have giants on their side so they can't.
>Naga
Naturally they believe in God, but they pray wrong and don't have giants on their side so the kobolds kill them easily enough.
>Bearfolk
Believe in God as all bears do, they pray wrong but they're better at killing than kobolds.
>Gatorfolk
They believe in God?
>Tentacle people
They believe in... A quasi-angelic kraken aspect of God? Well they're too far for the kobolds to get to them.
>Golems (Jihad bots)
Alchemists literally put the fear of God in them so they can put the fear of God into heathens.
God is good, all games need more God.
>Believe in God as all bears do
Bears are godless killing machines.
>He doesn't know about bear Clerics
Guess you rolled low on your Bear Lore, huh bro?
>implying creatures that slew and ate their greatest human advocate are capable of gaining Cleric levels
Timothy Treadwell.
You're joking if you say "Grizzly Man" was anything but a dumbass hippie messing with animals he barely (ha) understood.
That's about par the course for a war cleric at least.
They're still killing machines, it's just God wants them to kill.
>Humans
Opportunistic apex scavengers with a high libido
>Blumans
Like humans, but blue!
>Pygmies
Diminutive cousins of common humans from the darkest heart of Africa
>Scarecrows
Cheap homunculi that control 100% of agricultural production
>Ska'hree
Imposing four armed insectoids who are at home in swamplands and have a deep, vibrant culinary culture
>Crabmen
Intelligent and enterprising mercantile crustaceans
>Cynocephali
Pious men with the heads of dogs
>G to the R to the I-M LOCK
and also the three races who enslave them (Aboleths gtfo not a real race)
High Elf
Dark Elf
Wood Elf
Sun Elf
Night Elf
Blood Elf
Sea Elf
Snow Elf
>no deep elves
What are deep elves even supposed to be?
Underground elves but not drow, probably albinos or something
So worthless.
>setting is based around a very large number of races living in the same world
>system has a robust and detailed race creation guide
Feels good
Which setting and system are those, anon?
Better off not knowing, nobody plays it
>Dwarves
>Elves
>Gnomes
>Humans
>Tieflings (pre-4e tieflings)
Made so that the races are pretty alike in apperance and height overall (except for gnomes). So every character is in fact a human, with small differences.
Orcs and goblins fall under tiefling. Tieflings freatures are based on which god have "blessed" them.
Gnomes are just hobbits.
Then why not call them hobbits?
My players prefer gnome to hobbit and fits more with the north-germanic fairytale feeling of the setting.
Gnomes and hobbits are equally norse-germanic. Which is to say, not at all.
>mouse
>squirrel
>badger
>Weasel
>Hare
>mole
>rat
Yes I'm a Redwall autist, yes I'm based
>Yes I'm a Redwall autist, yes I'm based
It's better than Setting Full of Tolkien With Minor Changes That Mean Squat #10,000.
>Humans
>Elves
>Dwarves
>Spiderlings (7feet tall lanky frickers with spider heads)
>Rabbitfolk
>Bears
>Humans
>Werewolves
>Raven harpies
>Giant dragon girls
>Small rodent girl earth elementals
>Hungarian centaurs
>Atlantis shark people
>Ancient Egyptian cat people elves (pre-Tolkien elves)
>not!elves that have hand feet, tails, and only live for 50 years—not aging from 10 onwards (they mature quicker than irl humans) until their final year where they do so rapidly before dying
>not!dwarves with metallic or stone skin and metal/stone horns/antlers
>beastfolk that appear as a mix of not!elves and animals. They fall into some uncanny valley of human-animal hybridism and are not just furries/kemonomimi. Also, any real-world animal these beastfolk resemble do not exist in my setting, so for example I made wolf-people so I removed wolves from the world, replacing the animal's niche with packhunting terrestrial bats whose wings became vestigial. I did this for a lot of entire animal species, leading to some interesting wildlife I think is neat, like squids replacing all fish in the sea or winged frogs and snakes replacing birds and their croaks or hisses in place of birdsong.
>Tiny cat-race (yes, any feline animal also doesn't exist because of this race) that grow a new tail when something extraordinary or incredibly fortunate happens in their life, up to 9. Each tail extends their lifespan a 100 years and greats them more and more supernatural luck.
>Dragonborn, but they are literally the offspring of dragons and can "ascend" to become true dragons later in their lives by amassing a "hoard" of something (wealth of knowledge, literal wealth, physical prowess and feats, etc.)
>humans
>elves
>lesser giants
>morrigans (irish witch-humans descended from Fomorians, basically irish Gerudo)
>Fomorians (Magical Giants/Cyclopses)
>Faeries
>Merpeople
>dragons (NPC only)
>humans
>elves
>orcs
>dwarves
>goblins
>halflings
>yetis
>giants
>trolls
>fairies
>mermaids
>giant mermaids
For player races I'm pretty much open to anything as long as it seems reasonable. Usually I request at least a few players use a race that will be featured prominently in the setting so that they're not all strangers. As for what I feature, I've moved away from any Tolkien races since I feel there's nothing more I can do with them that hasn't been told before. Usually I'll do:
>Humans
>A few beast races, particularly ones with physical traits that would lead to unique societies, like avians or kobolds
>Some sort of construct or robotic race
>Some sort of spiritual or magical race
I aim for 4 to 6 prominent races in a setting with others being travelers or outsiders.
>Humans
>Dwarves
>Goblinoids (Orcs, goblins, hobgoblins, bugbears)
>Half Beasts
>Demi Djin
>Fae Colonists (Elves, merfolk, gnomes, fairies)
> Meren
The default. Look like Semitic elves, but fill the role of humans, kinda like the Hylians in the Zelda series.
> Habi
Assyrian inspired hobgoblin-like people
> Sfen
Sphynxes. Just straight up Sphynxes. Please don't ask about the dumb name I have no excuse.
> The Tunnelmen
Multi-stage life, starts as a clay-like amoeboid before becoming vaguely humanoid at maturity, then slowly ossifies as they reach old age.
> Other shit from foreign lands
Always useful to have a back door for exotic shit.
> The Tunnelmen
>Multi-stage life, starts as a clay-like amoeboid before becoming vaguely humanoid at maturity, then slowly ossifies as they reach old age.
Love me some multi-stage life.
Americans, Germans, Scandinavians, Indians, Irishmen, Black folks, Chinamen. Maybe a Frenchman or two as an oddball.