
Genasi are descended from genies, which may be seen as a threat by the Church. I think you could make it something planar. the uneducated assume that, like dwarves, orcs, and other races that didnt evolve naturally on the world, everything was fine and peaceful until magic showed up the reason for the distrust is somewhat misguided. it may mean the villages and towns outside the cities dont trust you at all, or it may mean that you get the attention of some higher up mages who want to recruit you to do some morally questionable jobs for the royal family (or associates thereof). Tieflings, along with my homebrewed gnolls, minotaurs, and skaven (ratfolk) are playable options in my games, but if characters of those races enter the main human kingdom of Haldrim, its almost shoot on sight given that the kingdom just barely survived a war with the beastfolk (who were created by demon lords, so as far as the average person is aware, tieflings are considered demons)įor casters, its not illegal to cast spells, but my world is somewhat low magic, so youll be drawing a lot of attention to yourself if you start throwing spells around in public. Especially for drow, who often plot to blot out the Sun, and experience some success a disturbing amount of the time. Outlands banishment is probably way less than they'd demand. I know this grates the hell out of most people in the 21st century's sensibilities (everyone has to be judged as an individual as an article of faith), but I guarantee you that put them next to bugbears, drow, or mind flayers for a few years and they'd be calling for genocide. The consequences of tolerating them is a totally outrageous rate of violent criminal behavior, probably leading to a pogrom against them by the other groups with psycho behavior at the 1% or less rate. Pretty much no culture is going to tolerate having them around, even though 90% or 50% or 10% of them might be just fine. I'm pretty sure there are no such cultures IRL at this time. Imagine that there's a race where at least 10% of them are cunning psychopaths with a predilection to complex evil plots. The reason to banish certain races to the outland can be pretty simple. There are all sorts of stupid, but unfortunately real, arguments people have actually made in order to justify a stance that is against some race or other. You could also have it where, a long time ago, one race conquered the humans and enslaved them, so there's an ancient grudge there.ĭragonborn? A plot by the dragons to replace humankind with their own kind.

Gnome might be seen as dabbling in magic too much. In most worlds, orcs have a history of being brutish and bloodthirsty, so again, threat. There are also legends of "the little folk" or "little people" that you could easily add to the world that would, again, have them viewed as a threat to humankind. If you read lore about the Fae, the Fey might, by default, seem to be extensions of that kind of threat to humans, and therefore elves seen as a danger.Ī lot of lore about elves also has them as supercilious and/or heavily racist, so it's possible it's perceived as counter-racism.ĭwarves might be superstitiously regarded as unnatural mountain dwellers, and/or conflated with the cavernous monstrosities/aberrations in a sort of "guilt-by-association" misconception. Well, in certain lore stuffs there could be ancient grudges/superstitions attached. I have thought of several potential reasons for the banning of casting magic, but I am having trouble with a reason for the exotic races to be banished from the mainland.

My players have accepted the premise of the world, but I know them well enough to know that their characters will definitely seek answers as to why these rules exist in the world (exploring the lore of the world through gameplay) with the likely goals to change the status quo of world through some methods (I have no clue how they plan on doing that, but am excited to see how the story will unfold). I did make clear that this does not mean that magic or other races were banned for the campaign, it's just that they would need to be careful to avoid being caught. (Exotic being defined as anything NOT human, elf, dwarf, halfling, gnome, or orc) Those caught are banished to "The Outlands" "Exotic" races are illegal in the "Mainland". The casting of magic is illegal (except "Holy" magic sanctioned by the Church) Most of the guidelines are pretty mundane, but there are 2 that stick out. I have given my players a character primer with some world-building guidelines for them. I am in the beginning stages of fleshing out a world for a homebrew campaign.
