I've said it many times: I am obsessed with cohesive ecology when I do races and monsters.
Overtime, I found out that using fewer humanoid races allowed me to do them much more solid, and have nuances amongst them instead of making them one-faceted. Basically I took this (2 years exactly have passed from this entry!) and kept on pushing.
In my autism, the world feels now much more tangible while strangely more faithful to the mythic norse roots, but passed through the eyes of a weeaboo beyond help. The best is that this tangibility applied to the table, where both me and the players can do better guesswork about the world. Old readers will recognize the initial sparks of these concepts and how they got shaped over this years.
The four races are Humans, Kobolds, Trolls and Elves.
Humans (the inevitable race)
* They organize under feudal domains, and are currently starting to use gunpowder weapons.
* Their role is that of the noble warriors, and the clerical caste. They live in a symbiotic bond with the kobolds, who make up for the whole of the peasantry in exchange of protection. On the middle strates of society, you can find an organic overlap of both races(merchants, assistants, artists).
* For simplicity, I borrowed from Dragon Ball's map so there are four big regions (north, east, south and west) with a strong capital each. Even if the game happens mostly on the east, it serves as a framework.
* There are no underdeveloped or hunter-gatherer human tribes anymore. Kobolds made sure to bring agriculture everywhere.
* I mix Sengoku Jidai aesthetics with Byzantine curved swords and heavy cavalry freely. Haters gonna hate.
* I don't use orcs. Every army is made of humans, though they can still be corrupted by dark lords. This solves my version of Tolkien's Moral Dilemma. Worldbuilding with orcs was fun for a time but even then they feel shallow and cardboard after a time.
Kobolds (the small race)
* Kobolds are not lizards! they aren't dogs either. They are basically halflings by other name, but I like the kobold nomenclature because it suits them, after the roles they perform in the world.
* Many kobolds live pastoral lives under the protection of a human lord. Not all of them, though. They are the most ubiquitous race in the world, and the one who has spreaded more across the map, with much more diversity in their organizations than humans have.
* They behave just as humans, but, proper to those who know that nobody is going to give them anything for free, are culturally driven to hard work or undertaking entrerprises, like exploring a remote island for possible gems or installing a sawmill up the course of a river.
* Kobolds don't have the strength of a human, but they can fight. When they turn to crime and brigandry, they can take the role of goblins. Kobolds are subject to greed and sin as humans are. As goblins, kobolds fight better with light weapons and by laying traps.
* Kobolds do exploit mines for themselves and for human lords. Any ideas for dwarven settlements work better with kobolds instead. They do not use big axes or heavy armor, however, because dwarves are ridiculous and should never be used.
* Kobolds are not allowed as clerics on the city temples, but they can perform on their own settlements. On the evil side, I plan on having Kobold witches function as drow sorceresses, with driders and all.
* Basically when I need an NPC that is not a fighter or nobleborn, I use a kobold 99% of the time. They work great as guides, rangers, butlers, blacksmiths, sages, etc.
Trolls (the big race)
* Male trolls are solitary, and avoid civilized places. An adult is about 2 meters high, but they keep growing after that, reaching 9 meters or more. They talk normally, though their vocabulary may be limited as they don't use to talk with anybody.
* They are very strong, and like to hone their strength. They fight as a sport, barehanded or with wooden clubs (I envision them as onis at this stage), with other trolls they meet, or with humans if they think they are worthy opponents. When they are short of opponents, they may occupy a bridge or a road in order to force a knight to fight them. They do not seek for killing their opponents, but don't hold back either. Though they don't regenerate like plastiline as in D&D, they do heal very fast and can slowly recover from massive damage; and may not care too much that humans don't.
* Trolls feed themselves with anything they find, but they prefer big preys like giant fish (available in our world) or taking honey from giant bees' hives. Sometimes, like the cyclops from the Oddysey, they do gather flocks of wild giant goats and spend years as shepards. They might steal kobold's cattle now and then, but I don't like to make them human/kobold eaters.
* Trolls do not build homes or shelters, but they do raise monoliths, tombs or other sacred marks. This also serves to mark their hunting ranges. They are territorial and will defend their place if colonizers come to fuck around.
* Trolls are not bored by loneliness or silence. They can spend days, weeks or even months sitting and meditating; proportionally to the troll's size and age. This also serves as a way to save energy spent moving their enormous bodies. Trolls can also rest underwater for hours without breathing.
* As in LOTR's trolls, they are turned to stone by the sun. Not like instantly, though. It's more like a force that slowly weakens older trolls, and makes them search for shelter on caves or underwater. The bigger they are, the more they are affected by it, and its harder for them to find proper refuges. At some point, all trolls start moving to the northlands, from where they originally came. There, the cloud cover, the polar night and the fjords and cliffs hide the troll lands, where female trolls and cubs live. Returned trolls barely remember that place, and sometimes they take small treasures with them as presents to their tribe, such as bracelet that for them is a ring, or a fragant fruit tree pulled from the roots; and are asked about their travels by a lot of trolls they don't even know. This explains why trolls are bigger in size and in numbers in the tales of kobold explorers of the lands of ice.
* Troll women are tall, but do not grow as male do. They stay home, teach young trolls how to fish and how to take care of themselves. Only females may ever learn spells of any kind, specially the disguise self in order to steal food of human/kobold settlements in case of need. This is mostly because its something that happens in myths all the time and I want to make it so every myth is partly true.
* There comes a point in which trolls naturally die and become stone anyways. They like to greet death while peacefully meditating, in postures in which they want to be remembered. Their statues fuse with the mountain rocks for a time, changing and eroding with the mountain. You can never tell which percentage of the rock is made of once proud warriors.
Elves (the magical race)
* Pure elves are not a playable race. Humans with exceptional magical qualities, however, are assumed to have elven ancestry.
* Elves live on pocket dimensions they created magically long ago. They "folded in" territories on the map, effectivelly shrinking the earth in a way that cartographers cannot notice (The fold spell is available at lower level in the spell list, but I don't want to get into that now). One can only get into their kingdoms by crossing consecutive secret doors which may look no different than the space between any two trees.
* Non-Elves cannot spend much time into the elflands. They are magically expelled by some force. IDK. It is important for me as a GM and for them as fictional people, as every day you spend in there is a whole season on the outside. Half elves might bypass this... if it benefits the plot hahahah. I'll think about it.
* Elves play the role of minor gods. Entities akin to the Morrigan or Epona, who have met heros in the ancient times and peformed their own deeds, are actually elves. They have magical powers, greater than any other race by various levels, and the most famous of the elves are known on the human and kobold lands through legends and tales. The difference on how time runs between kingdoms allow elves to do things like speak you about your ancestors, know ancient lore or keep ancient relics, waiting for the chosen ones to appear in the land to inherit them. Elves are, this way, very useful as GM toys, while conserving the mysticism that makes them magical.
* The chance that an ancient being (such a powerful spirit of someplace) has heard of a specific elf is very high, if the elf is powerful enough. Ancient beings know each other from the good old times.
* "Mook" elves exist. They do patrol the human side of the forest sometimes, because even if their kingdom is "folded" into it, it is still somehow in the forest. Things that happen outside elfland will have an impact inside it. Intense deforestation or a plague will permeate elfland. The forest burning down will also destroy the part of the kingdom folded inside it.
* Elves are mortal and can die of normal means, their longevity is tied to the time distortion on their plane. They prefer not to spend much time on our plane for that reason. It is for this reason that their manners are kind of old-fashioned. They regard knights and knightly customs as the noble institution they were in the past, even if modern times have devaluated the concept amongst humans. This all came to me because of this mtg card, in which some elves are enacting a knighthood oath like if they were imitating some humans they once saw.
* There are many entrances to elfland in many forests, rivers or shores, and they all connect with each other. Elves absorb Undines, Swan Maidens, Valkyries and Dryads into their ranks conceptually. The times of running elves as just druidic hunters have passed, I like the new elves better.











