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Monday, September 21, 2020

To Avoid Racial Monoliths in World Building You Need To Think Small

One of the big issues that we run into in our games is the idea of a racial monolith. The short version of this is that, most of the time, humans are going to get a wide variety of cultures and languages, ethnicities and religions... and then the non-human races are just treated as variations on a theme. We've all seen it. The orcs are just low-brow cockneys (if you're a Warhammer 40k fan), or else they universally use a kind of Hulk-speak when they communicate. The elves are all like something out of Tolkien, with the same ethereal voice and aloof bearing. The dwarves are all thickly bearded and Scottish, no matter what part of the world they're actually from.

And so on, and so forth.

Beings of light and love? You must have me confused with the Eladurin, friend.

While I talked about this back in Tear Down The Monoliths (No Race, Religion, Etc. Is Universal) over on The Literary Mercenary, and it's one of main tips I give for playing unique, interesting non-human characters in my ongoing 5 Tips series, I figured this week I'd make a recommendation that gets to the root of the problem.

If you're running a game, and you want to avoid the problem of racial monoliths (or really monoliths of any variety), then you need to start thinking small.
 
Also, if you haven't checked out Ancestry & Culture: An Alternative to Race in 5E, then you're going to want to give it a look. It's gone Mithril at time of writing, and is worth the flip through for those interested in this topic. Lastly, if you want to make sure you don't miss any future updates from yours truly, consider signing up for my newsletter, either at this link or on the form at the bottom of the page.

What Is This Community Like?


The problem comes about when we try to make broad, sweeping statements about the entirety of a race, an ethnicity, a culture, a country, or a faith. The broader a view you take, the more universal your statements are going to get, and the bigger a problem you're going to run into.

So take a moment and scrub your brain of anything beyond the physical characteristics/bonuses of a particular fantasy race. Dwarves still get a Constitution bump, elves still live for centuries, and orc physiology still grants them the ferocity ability. But all that other stuff we usually think of? From the idea of racial languages, to universal faiths, to cultural touch stones... chuck it in the bin, and don't look back.

Trust me, it's better this way.

Once you've dumped all of that baggage, take a look at a community of these creatures, and ask what they, specifically, are like.

For example, do you have a clan of mountain dwarves who've made their home in a chain of volcanic islands in the southern seas, like I mentioned in Do Dwarves Surf? Tips For Diversifying Non-Human Fantasy Races? Do they still have a caste system, or are they more of a family hierarchy? Is there a communal understanding among the island chain, or do they draw up specific agreements? Are they heavily tattooed because it's impractical to wear badges of offices and medals of accomplishment in the heat and the wet?

You can do this with any group of fantasy creatures. Do the elves of the eastern prairie country have a tribal structure? Is it matriarchal, perhaps? Do they travel in time with the moving of the seasons, coming and going through long familiarity as if by magic? Do they refuse to wear shoes, staying in contact with the earth without barriers? Do they not have a concept of personal property, merely taking from the whole as is needed for the tasks they are set to accomplish?

Are your gnomes in a particular area highly charged with magic, because they live on top of a ley line and their fey blood is sensitive to it? Are the orcs who live at the foot of the black mountain polyamorous, creating layers of complexity for tracking who holds what rank in their power structure? Do the halflings in the valley have an entire wine culture, because grapes just grow better than barley and hops, and that's what they're known for?

Bring It Down To The Local Level


The smaller you think of your communities, the easier it is to avoid big missteps. Avoiding racial languages and focusing on unique local dialects, for instance, can do a lot to make parts of your map feel organic. Asking how a particular faith plays out in a certain community, what it values, and what its unique history is can let you paint a more unique picture as well.

Then, once you have the small picture painted, you can move up to the bigger, grander image. What is the region like? In what ways is this community typical, in what ways isn't it? As you move up the chain, you can construct a nation out of these smaller, more varied bricks that let you make a varied, vibrant culture.

Most importantly, it stops you from saying, "Well your character is X, so they Y and Z." It lets you take a step back, look at the culture they grew up in, what parts of the world they've been to, and what they've seen and done to get a more nuanced take.

It's a lot of extra work, no doubt... but it's totally worth it.

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That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

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1 comment:

  1. As someone who has done this in my games I strongly recommended it. Just a simple thing like really differenetiaiting Mountin and Hill Dwarves (because besides thier sttas, does anyone every remember which sub-race you are playing?)

    I use a rule of three whenever I make a D&D species for my games. I always start with the idea that there are at least three major cutures. I don't have design them wholy but give myslef a braught sweep. A lot of the time you can steal from other books and games to do this.

    Take my Ogers for example.

    Sun Worshippers: These Ogers live outside during the day and our devoted worshippers to the sun god. The most commonly encountered Ogres to my players starting location.

    Beast Tamers: These are based on the Ogres from Guild Wars 2. They love having beasts and pets, and even right mounts. They are surprisingly caring for thier critters. Nocturnal hunters who live in the far deserts.

    The Necropalis Builders: The most advanced Ogre culture ruled by the Oni,. These ogres build vast necropolis for thier dead, using Ogre Mumies to defend them. They also have the most peaceful relationship with humanoids and Giants, despite making use of Orc slaves.

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