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You are currently reading a thread in /tg/ - Traditional Games

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Fill in for your favourite race:

>Race name:
>Most prominent physical features:
>Society:
>Behaviour:
>Awesome magic skills or stuff:
>Downsides:
>What makes them interesting:

Them we rate. No duplicates, we're not having a thousand elf thread.
>>
>Race name:
Mankind.
>Most prominent physical features:
Bipedalism. Not an animal person. Not a troll or goblin or snake spawn.
>Society:
Divided. Warlike. City states.
>Behaviour:
Tribal within reason. Loyal and proud.
>Awesome magic skills or stuff:
Made bronze. Decent magic for those that can.
>Downsides:
Created by the Volcano God. Judged Harshly by the divine.
>What makes them interesting:
They're just monkey men with all their hair burned off and skin ash'd white.
>>
>>46792736
Lame race 2/10
>>
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>>46792736
>skin ash'd white
>>
>>46792458
>Race name:
orcs (exonym) / "people of a burrow" (loose translation into Common)

>Most prominent physical features:
brownish skinned humanoid bipeds with boar-like traits (descended from wild boars) including thick bristle on head, neck, arms, back, a vestigial tail (sometimes curled), tusks, broad snouts. can grow up to 7~8ft in height. orclets have striped patterns on their skin that fade during adolescence. in general, sows are taller and stronger than males.

>Society:
organized in burrows (underground structures that house 3-10 clans of varying sizes) located in the forests, each led by one Burrow Queen and her staff of advisors. in 9 out of 11 burrows studied by human scholars, males were sent out into the woods once they reached adolescence to live in special "man huts" outside of the burrow, keeping watch over the forest and assaulting trespassers. the other 2 had separate, smaller rooms for adult males, who were kept away from most public occurances, but still sent out on sentry duty.

>Behaviour:
seem mindlessly violent and confrontational to outsiders, who are considered trespassers coming into the forests with ill intent unless personally invited by a Mother Sow, an Emissary, or a Queen. territorial to a fault. seem to have an estrus cycle instead of regular menstruation found in other humanoids.

>Awesome magic skills or stuff:
they do not seem to possess any magical talent, but a single orc can be expected to outperform 2-3 strong human competitors in a feat of strength. they also seem to be able to "smell" beets growing underground from several yards away.

>Downsides:
none, being an orc is the best way of life they lack quite some imagination, are far from dextrous, and suffer greatly when placed outside their comfort zone aka more than ~10 miles from their burrow. also nobody likes them.

>What makes them interesting:
I dunno I just wanted to make pig orcs that weren't creepy Japanese rape demons.
>>
>>46792458
Human.

Relatability.

Industrial. Expansionist. Diverse.

Average in most regards. Often numerous, lending to the idea that humanity, as a race, produces the most heroes.

Average in most regards. The bog standard of fiction. Not inherently interesting or unique.

Exceptional individuals who rise above the crowd and elevate the entire society. The fact that they don't have somecute inborn gimmick and earn their legend based on individual merit makes it all the more satisfying.
>>
my favorits are the vulcanian :3
>>
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>>46792458
>Race name:
Kashan
>Most prominent physical features:
Cat ears, tail, pigmentation stripes/spots across the skin.
>Societies
-Nomads/semi-nomads in steppes
-One of three races in Absolutelynotrussia (with humans and dwarves)
-Mountain clan alliance (with dwarves)
>Behavior:
Territorial, competitive and family/clan-oriented.
>Awesome magic skills or stuff:
On average they're stronger and sturdier than humans. Curious and inventive. Attuned to life magic, using the flow of it within themselves to improve their physical capabilities, shapeshift into pre-evolved form or even function for several minutes after biological death.
>Downsides:
Shorter lifespan than humans, less stamina, absolutely cannot do "traditional" magic , hotheads. social structures are flimsy without strong leader, curious and inventive.
>What makes them interesting:
Dunno, i just wanted a race of catpeople in my setting. They're not really "kawaii uguu catgirls", so i guess that's unusual?
>>
>>46792458
>>Race name:
Pugs
>>Most prominent physical features:
Very small, with squooshy noses.
>>Society:
Very extended-family based.
>>Behaviour:
Friendly and cheerful, but prone to stubbornness and territoriality.
>>Awesome magic skills or stuff:
So lovable.
>>Downsides:
Have trouble breathing.
>>What makes them interesting:
D'awww, look at him, he's so happy to see you!
>>
>>46793475
cool concept, I like it
>>
>>46792458
Race name:
Evolved.

Most prominent physical features:
Shapeshifters that absorb biomass.

Society:
Hivemind.

Behaviour:
When a part of biomass is separated from others, it still retains multiple consciousnesses, it's just that other consciousnesses are temporarily unreachable. That can be mitigated by using wireless biomagnetic antennas to communicate via radiowave signals.

Awesome magic skills or stuff:
They can create complex biological structures out of the biomass they absorbed and perfectly recreate any absorbed creatures. By using mix'n'match, they advance their biotech, and use it to adapt themselves and expand endlessly.

Downsides: they are very dependent on solar energy or absorbing biomass for energy. They've created numerous biostructures solely for the purpose of absorbing solar energy. They cannot give birth to a new consciousness inside of the hivemind, they can only absorb other consciousnesses.

What makes them interesting: the way their society works. They have no need for goods, and all the conflicts are resolved internally via the hivemind. The only thing they crave are new experiences or memories. Basically, they are very very bored and that's the main reason that drives them to expand.
>>
>Race name:
Floridians
>Most prominent physical features:
Bony frames, sunken flesh with leathery, scarred skin, all covered by makeup and false smiles
>Society:
A veneer of extreme luxury and hedonism maintained by outlander merchants, covering a literal swamp of chaos and psychotic breaks
>Behavior:
Wary of outlanders, Floridians scramble to meet their needs and indulge their impulses, sometimes with complete disregard for the flimsy laws of their hapless magistrates, or common sense for that matter.
>Awesome magic skills or stuff:
Possible communication with reptiles.
>Downsides:
Insanity, warded off by leisure and drugs, but inevitable.
>What makes them interesting:
Extremely likely there's an Elder God slumbering underneath the whole territory.
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