The second half of chapter three might very well be my favorite part of the World Builder's Guidebook, even if the title is a misnomer (there are far too many intelligent races in D&D to call it "Human Geography"). This section includes tables to help brainstorm (or randomly generate, in case of brain fart) what races inhabit a region and how they interact on a broad scale. Just for craps & giggles, I'm going to roll everything randomly and let the dice fall where they may. Then I'll modify the results as needed to fit my vision for the setting.
First, the book calls for rolls to establish how many dominant, major, and minor races. A few quick rolls gives me 2 dominant races, 4 major races, and 11 minor races.
Dominant Races:
Orcs
Gnolls
Major Races:
Humans
Halflings
Aaracokra
Gith
Minor Races:
Minotaurs
Ogre Mage
Kenku
Lizard Men
Orogs
Arcane Slaveholders
Goblins
Doppleganger
Thri-Kreen
Grells
Elves
Next, we take a look at marine races because of how much water is in the southeast region, where the campaign will begin. I rolled low for the number of marine races, which is fine by me as I don't foresee using much of this as more than just backstory.
Dominant
Sahuagin
Major
Tako
Ixitxachitl
Minor
Aquatic Elf
Finally, a few rolls on the subterranean races chart will finish the process.
Dominant
Drow
Major
Mind Flayers
Duergar
Grimlock
Minor
Derro
Kuo-Toa
Hmmmmmmm... I can see already that I'm going to have to make some changes, but I may decided to keep some of the stranger rolls just to give the setting some unique flavor. Check back tomorrow to see who makes the cut.

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