This is someday going to be the document that I send to my players before we start. I'd link you to my full worldbuilding notes, but they are all in my head.
Some additional information that my player's aren't supposed to have from the outset:
- The Dwarven queen was sealed alone inside the capital city by her subjects because she became corrupted by a deity.
- I tried to hint that the Reformed God Slayer Kingdom had caused the destruction of Dal due to slaying a divine. That isn't actually the case. A divine was slain, but by the forest of the Refuge. It'll turn out that Dal had been planning to annex some of the forest.
- I tried to hint that the forest of the Refuge is a deity. It isn't. It is a Lovecraftian horror below the forest, slumbering. Whose dreaming mind is the source of all magic in Lanthis. It didn't destroy Dal through overt magic. Instead, it caused Dal to be hit by kinetic bombardment.
- Cromatheones va Zamatheones is the outpost of the first mage who created the goblins. He is now a necromancer, and seeks to awaken the horror below the forest.
- The Dwarves have what is basically a subway system to travel their kingdom quickly. They also do not need to trade for food. They do so to prop up Copeth.
Also, something I just realized I forgot to include in this draft: Actions in an area can increase or decrease the latent level of magic for that area. When it gets too potent, it condenses into a deity.
@rd95
@devac
If you have any feedback, I'd love to hear it. I've never tried to build a world before.
Och wow. First of all, I really like it. There is barely a sentence where I don't want to know more or ask questions like "how?" and "why?". That's a great thing and quite frankly your ~5 pages made me more engaged that whole Forgotten Realms main setting book. Pros: - Names are meaningful. Personally I would take "The Reformed God Slayer Kingdom" than some "Gaholaugh" or whatever fantasy authors would want to roll from random syllable table ;). Even the non-English ones are actually pronounceable. - Races are close to their popular trope, but each comes with enough distinct traits to make them feel different. I especially love the Elf description. Orks have relatable and very 'human' reason to produce half-breeds instead of being barbarians on the rape spree. - The fact that all magic stems from divine source and is very rare really resonates with me. Even as someone fairly new to RPGs I managed to already get bored of Weave of Magic, Winds of Magic, Magic Field of Magic etc that seems to just exists and act as a safety net for situations where something would not make much sense. - Your map has actual roads! Cons: - None so to speak at this point, maybe aside of the typos that I think that I have spotted below. Shouldn't this be "affect"? "as a part" instead of "as apart"?In fact Dwarven metabolism is dependent on alcohol, which does not mentally effect them.
rooted in seeing themselves as apart of the forest and not as distinct entities
Thanks for the input! - None so to speak at this point, maybe aside of the typos that I think that I have spotted below. In fact Dwarven metabolism is dependent on alcohol, which does not mentally effect them. Shouldn't this be "affect"? rooted in seeing themselves as apart of the forest and not as distinct entities "as a part" instead of "as apart"? I'd be surprised if that was all typos I made. :( I put those so I could exclude them from the Refuge. The elves might follow foot paths and deer trails, but build roads? Nope. It definitly isn't a safe thing to use in this world. Part the reason I'm looking at using the ruleset that I am is that it already has rules that make magic harmful to the caster. It costs health to cast, and casting too much of it too quickly can corupt a person's mind. I figured everyone would read the list of races in the world and pick up those tropes, so I let most of it stand. But I want to hack out anything that would stop someone from feeling empathy with them. They should all be compromised in some way, but I haven't managed to make that happen yet. That's part of my Dwarffortress background coming through. I'm a lot more rooted in that than in actual fantasy fiction. The non-english names came about because I was listening to the Brexit ballot results and reflecting on how place names often don't make any sense unless you know the backstory to them. I'm not sure if I'll leave those names in or swap them out. I'd love to have a Dwarffortress-esque utility where english words map to syllables in all the languagues of the world and I could feed it "The Vale of the Giggling Creek" and it would spit out a word(s) in Elvish or Dwarven or what-have-you, but I don't see myself making that happen.Cons:
- Your map has actual roads!
- The fact that all magic stems from divine source and is very rare really resonates with me. Even as someone fairly new to RPGs I managed to already get bored of Weave of Magic, Winds of Magic, Magic Field of Magic etc that seems to just exists and act as a safety net for situations where something would not make much sense.
- Races are close to their popular trope, but each comes with enough distinct traits to make them feel different. I especially love the Elf description. Orks have relatable and very 'human' reason to produce half-breeds instead of being barbarians on the rape spree.
- Names are meaningful. Personally I would take "The Reformed God Slayer Kingdom" than some "Gaholaugh" or whatever fantasy authors would want to roll from random syllable table ;). Even the non-English ones are actually pronounceable.
I'll be more harsh than Devac in my review, in part because I've made several worlds of my own. Don't let this discourage you, however: my goal is to point out where things could be made better. RACES First of all, I think it might serve you well to add a list of non-playable races for DMs. This will not only allow for better master tools but also expand the world beyond what's player-necessary - that is, make it feel more alive and verisimilar. Your dwarves are, basically, alcoholics dozens of generations in - and it isn't an unfortunate conclusion so much as a fact. That they've incorporated alcohol into their metabolism serves to say as much - this is how addiction works; to say nothing of the deep withdrawal effects. All of which I presume because no species begins with such a necessity. That being said, human beings experience similar, though perhaps not as drastic, effects from lacking essential nutrients, like vitamins. I'd like you to explore whether living as an alcohol-less dwarf is truly impossible as well as portray the chemical as a nurtient of sorts for the race. The difference in metabolism will easily explain the sterility of gnomes - which are, as a matter of fact, a hybrid - though it doesn't have to: ligers had been disproven from being sterile after a number of cubs were born of liger x lion/tiger matings. Orcs are awfully selfless with "the desire to give their children longer lives than their own", especially proud as they are. They should've disappeared from the face of the world years ago if they're so careless about the purity of their blood. Every species generally strives towards status quo, biologically, which is why we don't see many crocodile x hippo hybrids. How can a species remain proud yet so willing to share the blood with another? An answer to that question should prove really interesting. How come goblins, with their extremely short lifespan and utilitarian political mind, have become known for their artistry of ideas? Seems to me that to obtain such mastery would require a breadth of experience or some form of mind transfer (so that the later ones could continue to improve upon the legacy). Besides, the goblin backstory nudges us carefully into the territory of... MAGIC Sounds really odd that among the things the first mage would do would be to create a sentient species. Unless they were somehow magically instructed to perform peacefully and/or not to attack the master species, they could easily become a danger not just to the mage drunk with power, but for the whole world (because I assume that their lifespan is offset by much higher rate of reproduction). Not to say that it would be impossible to do so - it's your kind of magic, after all, and you decide what it can do - just odd that the small people came to be so damn quickly and with seemingly so few precautions. I love the real reason behind magic's existence in your world. Can you elaborate on exactly what makes magic exist (how does the entity's presence allow for reality reconfiguration)? What doesn't make sense to me is how can one become magically potent. You write that it's achieved through divine action, but it turns out that deities are merely condensed... "magic", however that works. This means that to allow for usage of magic, there must be deities to grant access to it, but for there to be deities, there must be high magic usage in an area... which implies that there has been such usage before the first human mage (the race which I presume to be among the earlier ones). Does this mean that other races had mages before humans? Who granted access to magic to those, then? POLITICS First of all, state names. There's nothing wrong with a state being known by the common name: Montenegro, for example, has its name directly translated in many languages, with the proper name being "Crna Gora", meaning "Black Mountain" (where "Montenegro" comes from Latin for it). However, having a state known by its proper name - let's say, "Crna Gora" - could be a sign of many things, respect and/or fear from other states and cultures being not the least of them. So, if "Elvenheim" or "P'phakhtanyar" are the proper names for their respective states, there would be nothing wrong with having them known as such both to the political elite and the general population, even with some of the names being difficult to pronounce - in which case, a common name might appear, like with München and it's English-language equivalent "Munich", which for a non-German is much easier to pronounce. The subject of the capital of Dal and the seeming apathy of the inhabiting nation seem off to me. You'd never expect your capital city to be blown up, but... what do you do when it's gone and you still have the state to run? You move the capital. If you need officials, you elect them or let them take reign, which sounds like a good possibility in a fantasy world. Things will settle; but if the people remain passive, the state will inevitably fall - either due to entropy or external factors. In other words, I don't believe there could be such a thing as a "fallen kingdom": it's either history or in reform. As a linguist, I always insist on having the name of the state come from the language its people bear. It doesn't make sense to have it the other way, unless common names are used. With the state of C'ae, I do have a question: what does the apostrophe stand for? Language evolves into simplicity, so using side symbols, especially in (what I assume to be) transliteration, would have to be under a strong enough justification. History knows both coming and going of symbols for various sounds even within a single writing system, as evident with the reforms of the Russian language (some subtle, some overt and officially-dictated), where "Ё" /jo/ became a part of the language after people've already been using "IО"/"ЙО" for the same sound and the infamous "Ѣ" /je/ went away under the 1917/1918 Soviet decrees. What justification does the goblin language and/or the transliteration of it into the common tongue that's used for relaying the world's information have for the apostrophe in the name? Besides, how does one pronounce the state name? All of the, too, will help you improve the world's level of verisimilitude. Congratulations on your first world! Keep up the good work and post frequently about the progress: there's a small community of fantasy nerds here who'd appreciate seeing your work grow and flourish.
So, onwards to politics. I'm gonna roll half of this into one quote. ... As a linguist, I always insist on having the name of the state come from the language its people bear. It doesn't make sense to have it the other way, unless common names are used. With the state of C'ae, I do have a question: what does the apostrophe stand for? Language evolves into simplicity, so using side symbols, especially in (what I assume to be) transliteration, would have to be under a strong enough justification. History knows both coming and going of symbols for various sounds even within a single writing system, as evident with the reforms of the Russian language (some subtle, some overt and officially-dictated), where "Ё" /jo/ became a part of the language after people've already been using "IО"/"ЙО" for the same sound and the infamous "Ѣ" /je/ went away under the 1917/1918 Soviet decrees. What justification does the goblin language and/or the transliteration of it into the common tongue that's used for relaying the world's information have for the apostrophe in the name? Besides, how does one pronounce the state name? I am terrible with (natural) languages, and writing doesn't really come easily to me. Creating constructed languages feels way out of my depth, so I didn't really put much thought into it. I got Quatrarius to give me some jumping off points to learn about linguistics once, but I didn't really manage to internalize what I read. I would pronounce C'ae as "Sea", but I don't have a linguistic reason to think that. I don't even know what it means right now, which is part of the reason I'm tempted to with just go with names in English. I'm starting the campaign about a month after the capital exploded. I'm assuming that with only conventional means to communicate, the chaos hasn't settled into an internal response yet. Particularly given that marshlands would hamper movement. The remaining lords are also discovering that the nation didn't have much military capabilities after relying on a now defunct deity's protection. It'd easy for outside actors that haven't lost their leadership to take advantage advantage of that, which is why Copeth is moving towards invading, and the Goblins are streaming in to claim land. It's in the process of becoming a failed state, but isn't quite there yet. It might be better to describe it in terms of regional governments that still exist and are trying to reform into a national government.First of all, state names. There's nothing wrong with a state being known by the common name: Montenegro, for example, has its name directly translated in many languages, with the proper name being "Crna Gora", meaning "Black Mountain" (where "Montenegro" comes from Latin for it). However, having a state known by its proper name - let's say, "Crna Gora" - could be a sign of many things, respect and/or fear from other states and cultures being not the least of them. So, if "Elvenheim" or "P'phakhtanyar" are the proper names for their respective states, there would be nothing wrong with having them known as such both to the political elite and the general population, even with some of the names being difficult to pronounce - in which case, a common name might appear, like with München and it's English-language equivalent "Munich", which for a non-German is much easier to pronounce.
The subject of the capital of Dal and the seeming apathy of the inhabiting nation seem off to me. You'd never expect your capital city to be blown up, but... what do you do when it's gone and you still have the state to run? You move the capital. If you need officials, you elect them or let them take reign, which sounds like a good possibility in a fantasy world. Things will settle; but if the people remain passive, the state will inevitably fall - either due to entropy or external factors. In other words, I don't believe there could be such a thing as a "fallen kingdom": it's either history or in reform.
I'll reply to both of your comments in this one. How's that analogous to humanity? What you've figured out for the dwarves and their "alcohol" consumptions sounds fantastic! I like how advanced the idea is in terms of creativity. So, you're saying that for an orc, there's a dichotomy of body and mind, or of blood and ideas? That's quite interesting. I'd like to see where this might lead to. Just a reminder: when talking about fantasy of whatever variety, there is no "normal". You have half-orcs, to say the least! How normal would that be? Consider using "average" instead, to avoid people thinking in terms of the norms they've gotten used to. This may allow for greater immersion. Sounds rather anthropocentric, you considering their short lifespan to be a "bad hand". We don't look at turtles and angst about not having to live as long, do we? Their lifespan is what they've successfully dealt with for generations because it's the most natural time of living for them. Don't assign to them the idea in meta-perspective that they "should have had" to live longer. This non-judgemental line of thinking will allow you to make decisions on developing species - or anything, as a matter of fact - that add verisimilitude, which naturally entails greater immersion for the player. Think in terms of what a goblin would think of that instead of a human in the body of a goblin. That's a leap of logic I can't make. Could you elaborate on your line of thought on the matter? That is fair. That being said, it doesn't mean that people must be careless simply because they encounter great power. There might be powerful idiots, of course, but the only reason they haven't been killed by their own hand yet must be pure luck, which isn't how the world works. It's not a Jim Carrey comedy. Figuring out and mastering magic must have taken quite a bit of high-level thought... which makes the idea of waking up whatever creature that dreams the world upstairs utterly ridiculous from the outside perspective. Speaking of which: your description of the workings of magic is great because it makes a whole lot of sense to me, and I've never seen anything like that personally. Still... is what I'm having trouble with. "Projecting magic" doesn't sound to me like something the creature would do intentionally. I don't know much about the thing, it must be said, but it sounds to me like giving keys to the foundation of the world itself to lesser creatures is bound to cause some problems. I get it when hubris is upon humans, but the eldritch horror you describe surely must be above such petty mistakes! But maybe it's part of its dream and it can live with that. What makes me wonder is how exactly this projected energy (not to be confused with magic, which is a ritual of using said energy) condenses in any way. I suppose you can mend it easily by saying that the creature just thought more of some places than others, thus giving it more innate power, because it's its dream, not the author's or DM's. You don't have to create a whole language on the spot. I'll tell you a little secret about this process: no one can do it in snap time; it's always a lengthy and tedious process. You can start with simple things, however. Let's say that there's a preposition "of" in the goblin language (which implies that the language is analytic - that is, uses auxiliary parts of speech to show relationships between parts of the sentence - or, at least, semi-analytical); let's say it's spelled, in transliteration, "ca" or "caa", to make it a bit more alien. Let's also say that "aya" means something goblins would call themselves natively (which might as well be their idea of themselves assigned to a number of symbols: there's nothing inherently "human" about humans), and that it has an objective case form of "ae" (there's a lot to explore with case forms, but let's keep it simple with the English's two-case system). Let's say, lastly, that prepositions that end with a vowel in Goblin have a tendency to get shortened before words starting with a vowel, much like in French ("je aime" becomes "j'aime", but "je mange" stays the way it is). So, we have "Caa Ae", meaning "Of Goblin" ("belonging to goblins"), which gets shortened to "C'ae" due to grammar... and there you have it. Simple, wasn't it? And from that, you can make other short phrases, like "caa ehme"/"c'ehme" being "of human", "caa nyeme" being "of elves" and so on. Feel free to PM me if you ever decide to venture into constructing languages and/or would like to bounce some ideas of someone. I love working with language and would enjoy cooperating with you on the matter. Then it's fair that the state hasn't fallen yet. It's also fair to note that, perhaps, with slower means of communication (which one would imagine a fantasy world possessing), state erosion would be a much slower process than today, in our world, with the Internet and mobile comms. P.S. Take a look at Terminally Incoherent's work on reinventing fantasy races. It's a fantasy world where the author attempts to remake the archetypal ideas of fantasy in a more creative and vivid way. Some ideas go hand in hand with our perception of the tropes, some give them a new, radical overhaul.I quite like the idea that what I've outlined is all that exists in terms of analogs to humanity.
[Orcs] see the Humans, Dwarves, and Elves as weak for being willing to accept a top down government (Dwarves don't have it but wish to restore it). Not for having different blood, but for having different ideals and traditions.
Or that Orcs and Humans have a normal success rate at bearing a child.
so it seemed necessary for them to have a way from them to cope with the bad hand they got dealt
Their continued existance given that implies that they must have a deep artistic and philosophical rooting.
I assume that pretty much any mortal put on par with the gods would botch everything he touched until it bit him hard enough to learn caution.
The chain of events that brought mages into the world
Creating constructed languages feels way out of my depth
I'm starting the campaign about a month after the capital exploded.
I'm a few posts into the Terminally Incoherent blog now. It's really interesting, I'm definitely going to finish it and go back to my races before I do anything else with my project. I'm trying to be more active on the irc here of late. I might ask some linguistic questions there too at some point .
Thanks, I was hoping that somebody would poke what I thought I'd figured out full of holes, because otherwise it'll be my players who have to do it. I quite like the idea that what I've outlined is all that exists in terms of analogs to humanity. Monsters exist in the world, but in levels that are so low that they'd be in danger of going extinct. That is, if they weren't the result of enviornmental magic corrupting people and animals. That being said, human beings experience similar, though perhaps not as drastic, effects from lacking essential nutrients, like vitamins. I'd like you to explore whether living as an alcohol-less dwarf is truly impossible as well as portray the chemical as a nurtient of sorts for the race. Hmmmm. You are right, that's basically what I've written them as, but it isn't what I wanted. I was trying to keep the "dwarves love booze" template somewhat intact without having to deal with drunken roleplaying by half the party. The change I'm now pondering: Dwarves still aren't negatively affected by Dwarven Alcohol, due to their metabolism. Which I'm totally going to use as the reason why Gnomes are barren. Dwarves didn't start out dependent on (dwarven) alcohol to stay alive. They were normal in this regard at one point. A wasting disease has, however, has slowly spread through the population. They can't cure it, but they can hold it at bay indefinitly with medication. Children under the age of 10 can't take the medication without fatally altering the developmental process. By which time the wasting disease is fairly advanced. So: - Without regular treatment, Dwarves quickly fall back into the clutches of their illness. - This disease is why dwarves are stunted now. They weren't in the past. - The medication is colloquially known as "Dwarven Alcohol" by humans, orcs, and goblins because to them it is a hard drug. - Dwarves (and Gnomes and Elves) now feel the affects of regular alcohol, but not the side affects of Dwarven Alcohol. Orcs are on the way out. They are the oldest race in the world, and at one point they populated all of it. Now they've been pushed back to the far north. They would have starved to death by this point if they hadn't found mineral wealth and managed to make their existance important to the Reformed Kingdom. Once that runs out... Culture. They are proud of their culture. They see the Humans, Dwarves, and Elves as weak for being willing to accept a top down government (Dwarves don't have it but wish to restore it). Not for having different blood, but for having different ideals and traditions. Having children with humans doesn't mean they are doing so in situations where the children will be raised in another culture. They are ensuring that even when the last Orc dies, their ways have a chance to continue. Which isn't to say that there aren't xenophobs and purists. Or that Orcs and Humans have a normal success rate at bearing a child. The goblins actually have the highest capacity of intelligence in this setting, so it seemed necessary for them to have a way from them to cope with the bad hand they got dealt. When I gave them such short lives, I decided not to prevent them from reaching adulthood. So I robbed them of childhood. They mature within two years, and then only have thirteen to figure out what it all means. Their continued existance given that implies that they must have a deep artistic and philosophical rooting. Individuals don't have breadth of experience, but the whole maintains one via an oral tradition. If my job has shown me anything, it is that safeguards only come into place after events that show why they were necessary. I assume that pretty much any mortal put on par with the gods would botch everything he touched until it bit him hard enough to learn caution. The entity below the forest is asleep, but also omnipotent for all intents in this reality ( there are some that it is in where it is mortal). It is dreaming about the world above, and glimmers of that vision are seeping into reality. It can sense the effect this has on the world above, so its mind is reacting to that input and interjecting it into the dream. The chain of events that brought mages into the world: 1. An eldrich horror that exists in all realities created Lanthis while it slept. 2. Its dreaming mind started to project magic onto the world. 3. Where those projections become strong enough, they form an inteligence. To the eldrich horror, these are characters in its dream. To the races living above it, they are gods. 4. These gods can spark magic in mortals, like lighting a small candle with a bigger one. The eldrich horror starts to see the mortal as a character in the dream. If there was a first magic user, it was the eldrich horror. I'll respond to your Politics section later, I'm running out of time right now. I'm ad libbing lots of this, as I realize the gaps. Thanks for all the prompting.I'll be more harsh than Devac in my review, in part because I've made several worlds of my own. Don't let this discourage you, however: my goal is to point out where things could be made better.
First of all, I think it might serve you well to add a list of non-playable races for DMs. This will not only allow for better master tools but also expand the world beyond what's player-necessary - that is, make it feel more alive and verisimilar.
Your dwarves are, basically, alcoholics dozens of generations in - and it isn't an unfortunate conclusion so much as a fact. That they've incorporated alcohol into their metabolism serves to say as much - this is how addiction works; to say nothing of the deep withdrawal effects. All of which I presume because no species begins with such a necessity.
Orcs are awfully selfless with "the desire to give their children longer lives than their own", especially proud as they are. They should've disappeared from the face of the world years ago if they're so careless about the purity of their blood. Every species generally strives towards status quo, biologically, which is why we don't see many crocodile x hippo hybrids. How can a species remain proud yet so willing to share the blood with another? An answer to that question should prove really interesting.
How can a species remain proud yet so willing to share the blood with another? An answer to that question should prove really interesting.
How come goblins, with their extremely short lifespan and utilitarian political mind, have become known for their artistry of ideas? Seems to me that to obtain such mastery would require a breadth of experience or some form of mind transfer (so that the later ones could continue to improve upon the legacy). Besides, the goblin backstory nudges us carefully into the territory of...
Sounds really odd that among the things the first mage would do would be to create a sentient species. Unless they were somehow magically instructed to perform peacefully and/or not to attack the master species, they could easily become a danger not just to the mage drunk with power, but for the whole world (because I assume that their lifespan is offset by much higher rate of reproduction). Not to say that it would be impossible to do so - it's your kind of magic, after all, and you decide what it can do - just odd that the small people came to be so damn quickly and with seemingly so few precautions.
I love the real reason behind magic's existence in your world. Can you elaborate on exactly what makes magic exist (how does the entity's presence allow for reality reconfiguration)?
What doesn't make sense to me is how can one become magically potent. You write that it's achieved through divine action, but it turns out that deities are merely condensed... "magic", however that works. This means that to allow for usage of magic, there must be deities to grant access to it, but for there to be deities, there must be high magic usage in an area... which implies that there has been such usage before the first human mage (the race which I presume to be among the earlier ones). Does this mean that other races had mages before humans? Who granted access to magic to those, then?
Does this mean that other races had mages before humans? Who granted access to magic to those, then?
First off, congrats! I'm eating this all up. Great work. 1. An eldrich horror that exists in all realities created Lanthis while it slept. 2. Its dreaming mind started to project magic onto the world. 3. Where those projections become strong enough, they form an inteligence. To the eldrich horror, these are characters in its dream. To the races living above it, they are gods. 4. These gods can spark magic in mortals, like lighting a small candle with a bigger one. The eldrich horror starts to see the mortal as a character in the dream. Is this in any relation or allusion to Piers Anthony's X(A/N)^th?The chain of events that brought mages into the world:
Thanks! I can't say that I've ever read anything by him. I was thinking of Azathoth when I came up of the eldrich being, and Dwarffortress for magic being environmental.
I've got you! Other races in the world include: Gnomes, Orcs, Goblins Humans By far the most populous race in Lanthis, human societies hold considerable power in the world. Capable of interbreeding with Orcs and Dwarves, and a favorite plaything of divine powers, humanity has proven quite malleable. Dwarves The average Dwarf can expect to live up to 500 years, and as such they place a large emphasis on managing their populations. Dwarves typically go centuries between child rearing, and they have used this free time to master their trades. Other races portray Dwarves as alcoholics, which is an understandable but unfortunate conclusion. In fact Dwarven metabolism is dependent on alcohol, which does not mentally effect them. When cut off from alcohol for a prolonged time, most individuals prefer to take their own lives before the full affects of its absence are felt. Elves The forebearers to the Elven race were Dwarves who became corrupted by the forest. Although possessed of longer lifespans than their Dwarven siblings, few outlive them in practice. Lack of regard for their lives (rooted in seeing themselves as apart of the forest and not as distinct entities) combined with living unprotected from the wild greatly shortens their time. Most Elves eschew technology in favor of a life more in tune with the forest. Dwarves look upon them with pity, and avoid violence against them if possible. Orcs The oldest of all races on Lanthis, orcs are proud and relatively unchanged from their earliest days. While hardier than other races, Orcs enter their twilight years after three decades. Intermarriage with humans, rooted in the desire to give their children longer lives than their own, has slowly reduced the population of full blooded Orcs almost to the point of obscurity. Half-Orcs Half orcs retain most of the hardieness of their Orcish linage while benefiting from normal human life spans. As a result, their existence is comparable to that of extraordinarily hale humans. Gnomes Originating from both Dwarven and Human blood, Gnomish life spans over three centuries. Sadly, Gnomes are born barren, and many feel lonely and isolated from the world. Highly intelligent and personable, most Gnomes choose to reside in Dwarven settlements rather than allowing the constant loss of human companions to take its toll. Unlike Dwarves, Gnomes are not dependent on alcohol, although like Dwarves they are not mentally effected by it. Goblins Goblins are the youngest of all races on Lanthis, having been created by the first human to obtain complete magical command. With lives that rarely reach into the middle teens, few goblins are able to make their mark on the world before moving on. Goblin society is exceedingly utilitarian as a result. Because of their unnatural origins, few Goblins believe that an after life awaits their race. Their cultural traditions of poetry and philosophy are widely regarded as the most sophisticated in the world.The predominate races in the world are: Humans, Dwarves, Elves, Half Orcs,
I really like this. I think it's a nice touch in the various races, keeping them feeling both conventional and fresh at the same time. I be specially like your take on Goblins as an artificial race. If I could say one thing? Maybe add a few more paragraphs for each race. Maybe talk about how they interact with each other? For example, are there whole blood humans or orcs who resent the half orcs? If so, how does this resentment play out?
Throwing my lot in here as a comment on the races, both as a (+1) to rd's and my own input: Love that you delved into small details to characterize the whole. I'm with fleshing out the races a bit more (which I'm sure you're intent or at least ideas lead towards). An add-on to the idea of interactions that I thought of with was the idea of religions or expansion of philosophies that characterize the peoples and how that plays out in their relations to each other. I love how rd spoke to Life span is a brilliant factor in race population, view of the world, and so forth, as you had delved into. An interesting look into how race psychology works is comparing them to others in light of their physiological or ideological differences. Again, you've already done it (i.e. dwarves and alcoholism, and goblins not amounting to much) how they play into other races would bring (in my mind) good context as well. What is the goblin relation to orcs or half-orcs?For example, are there whole blood humans or orcs who resent the half orcs? If so, how does this resentment play out?
My thoughts went in the direction of goblins' attitude for humans. Humans are the creation of goblins, how does that make them feel/interact with humans? What are the power dynamics if any, knowing as well that they have such a short life span brought about by their makers.
Yeah, I've been trying to put that off because it (edit : religious thinking ) isn't something I really think about in my own life. I know what the religious tendencies for the various nations probably are, but haven't thought much about how to play off that yet. For the Dwarves and the Elves I have a pretty good idea of how that affects them, but the other nations not so much yet. Since I've gone with Goblins being based off of dogs (which I just told rd about), I think Goblins still feel a strong desire to trust humans. They're wary of them because of how most humans treat them, but they super loyal to the onces that are nice to them. The flip side of that is that they revere dogs and are very militant about keeping them from harm. Which leads to a lot of violence with other races. I don't want to color too much of their relations off of the fact that a human made them, because it was just a human. They hold a grudge with him, but he was so magically advanced that he was pretty distant from the rest of humanity by that point. Not great. Most of the Orcs and Half-Orcs live in areas where dog sled teams are common, which is a major deal breaker for the goblins.An add-on to the idea of interactions that I thought of with was the idea of religions or expansion of philosophies that characterize the peoples and how that plays out in their relations to each other.
My thoughts went in the direction of goblins' attitude for humans. Humans are the creation of goblins, how does that make them feel/interact with humans? What are the power dynamics if any, knowing as well that they have such a short life span brought about by their makers.
What is the goblin relation to orcs or half-orcs?
Religion arose as a means to understand the world. It was a defence mechanism for when people had no idea what happened and what were the reasons for it. Sure, tigers ate those humans who came too close - that one was blatantly obvious - but given our innate tendency towards wishful thinking, those of early protoreligions considered that, maybe, if one does something to please the tiger (or, the idea of said tiger, for the tiger itself is intangible while away), it'll stay away, not attack. Then it snowballed from there. Some people got in power by asserting that they have contact with the spirits/the gods. Some good people tend to serve those in charge by believing into whatever the religion posits as the truth. Different believers felt differently about the truth and broke off with their own interpretations of the teaching (Christian branches). Others got inspired and made teachings of their own (Christianity from Judaism, later Islam from Christianity). As with any sort of thinking, religious outlooks take all shapes and sizes: - "There is god" or "There are gods" (theism: mono- and poly-) - "Maybe there is god; we can't be sure" (agnosticism) - "There is no god" (atheism) - "There is god, but he/she no longer takes part in the world" (deism) - "I can be god" (autotheism) - "Spirits guide the world" (animism) - "God isn't a reliable moral source" ("God is dead") - "God is and is good" / "...is not good" / "...is evil" (eutheism / dystheism / misotheism) ...and a lot more. I want to keep going - there are so many interesting belief concepts around the world, barring even those you can constuct yourself - but I'm sure you'll able to navigate the front without me. It's telling, too, that once science gained traction in Ancient Greece, mythology lost its: people had a new, objectively better means of understanding the world - one that actually grants information.Yeah, I've been trying to put that off because it (edit : religious thinking ) isn't something I really think about in my own life.
woah, sorry, I just realized that I never replied to you and kantos. :( After I started reading the blog TFG linked me to, I got to thinking about how I could play with their artifical origins more. I'm trying to make each race neither evil or good, because I don't really buy into that. Cultures might be, sure, but not races. So I needed to figure out a way to hammer home that these aren't traditional Goblins while still keeping them the high energy little balls of chaos that make them so much fun to play. I've decided that Goblins were once dogs that have been magically raised up and made intelligent huminoids. They're super smart, but they also see the world from a point of view closer to dog than man. They'll eat anything, love to play, only kinda understand property rights, refuse to poop without finding the perfect place, ect. They're also distrubing to look at, and tend to be driven to the edges of society. I'm trying build it up slowly. Change it, add in more, and then get input. See what bits people find interesting, and what bits they don't. That way I hopefully won't build it all up only to realize I want to change something fundamental. I just showed the first draft of this to yall, but the next one is going to my players too. It isn't really in there yet, but I'm planning on outlining this sort of stuff when I talk about the nations and their cultures. I'm not too sure why you couldn't get my website to work (net stuff isn't really my forte), but I should be able to throw a pdf of the next version onto Dropbox if you'd like to read it. I be specially like your take on Goblins as an artificial race.
Maybe add a few more paragraphs for each race.
Maybe talk about how they interact with each other? For example, are there whole blood humans or orcs who resent the half orcs? If so, how does this resentment play out?
You are right, I said that clumsily. I was thinking in terms of Pathfinder and how their setting descriptions handle morality. I am trying to set it up so there always be some areas where my players will find antagonists, and I'm trying to make it because the cultures are all over the map on values, not because the Goblins are usually described as Chaotic Evil.
You will find a good way in the quote I've provided. Antagonists are not necessarily those opposing the protagonists: they may be chasing after one thing - be it wealth, admiration of one person or the public, perfection in an art or anything else - and, in the process, damage another that the protagonist values greatly. The antagonists seek whatever it is they seek for the same reason that the protagonist might wish to deny them that: because they believe it, with their whole heart, to be the right thing to do.I am trying to set it up so there always be some areas where my players will find antagonists