Difference between revisions of "Character Race Relations"

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There are a few hundred intelligent species that exist in the world, many of which — humanoid and non-humanoid — have created societies of some kind. Some societies are very small, mere pockets of habitation existing in subterranean regions or highly isolated wilderness areas. Other societies are huge, comprising empires. Between are endless kingdoms, republics, principalities, duchies and so on. Each has staked out their territory — and where the territory conflicts with its neighbors, borders are agreed upon and, sometimes, challenged.
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[[File:Race-relations-01.jpg|thumb|440px|]]
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'''Character race relations''' as described or codified in numerous fiction or D&D game books has no relevance in the game world described here.  No specific template of attitude between one group towards another exists, because the circumstances of territory, trade, availability of goods, reliance due to diplomatic concerns and so on dictate allegiance, not racism.
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Intelligent species number in the hundreds, [[Humanoid|humanoids]] and [[Bestiary|other]], each contributing to the diverse array of societies that have taken root across the lands. Societies, even within the races themselves, vary significantly in size and nature, encompassing everything from minute pockets of habitation tucked away in [[Subterranean (range)|subterranean]] realms to vast, sprawling empires that stretch across continents. Between these extremes lie countless kingdoms, republics, principalities, and duchies, each establishing its territorial claims, often with neighboring regions and occasionally challenging these boundaries.
  
All these societies compete for land, trade, military and religious superiority, the spread of their culture and in other less important ways. This competition produces a certain degree of antipathy … and often, following an collection of violent historical incidents, outright hatred.
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All these societies compete for land, [[Trade System|wealth]], military and [[Religion|religious]] superiority, the spread of their culture and in other less important ways. This competition produces a certain degree of antipathy; often, following an collection of violent historical incidents, outright hatred.
  
That said, the proposed racially-based hatred that was codified in AD&D is NOT a relevant consideration in my game world. The dwarves in the world have little or nothing to do with the world’s elves; and while orcs have threatened many human cultures in Asia and eastern Europe, they’re almost unknown in western Europe and Africa. Half-orcs, therefore, might be distrusted in some parts of the world but simply treated as a stranger elsewhere. Unless there region has a specific reason to feel antipathy, the more likely response to a character’s race, player or non-player, is apathy.
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Only a fool would trust another person merely on the basis of race, or even because both of the same region — though naturally it happens, because the world is full of fools. It's worth remembering, however, that the 17th century is well before the rise of "nationalism."
  
Because it is the 17th century, furthermore, no rational person is automatically friendly to someone else merely on the basis of their race — or even their kinship as a countryman. National pride is almost unheard of; and a member of one’s own race can be as easily a villain as anyone.
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== Non-player Races ==
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Therefore, as there are vast realms in the game world ruled over by orcish and goblinish peoples, and many other non-player character races besides, there remains the opportunity for well-meaning characters to venture into such places.  It is always well to remember that foreign cultures are rife with expectations of temperament, religious qualms and a general distrust for strangers ... but this does not mean that a human party can't venture into a vast [[Hobgoblin|hobgoblin]] empire and be welcomed as friends or the bringers of news from the outside world.
  
Therefore, race plays a very small part in the personal relations of my game world. Race is merely physical appearance, or a set of inborn talents … and nothing more. An odd person of another heritage might draw notice, even curiousity, but an immediate hatred is extremely unlikely.
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See [[Player Characters]]
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[[Category: Reviewed]]

Latest revision as of 20:30, 31 October 2023

Race-relations-01.jpg

Character race relations as described or codified in numerous fiction or D&D game books has no relevance in the game world described here. No specific template of attitude between one group towards another exists, because the circumstances of territory, trade, availability of goods, reliance due to diplomatic concerns and so on dictate allegiance, not racism.

Intelligent species number in the hundreds, humanoids and other, each contributing to the diverse array of societies that have taken root across the lands. Societies, even within the races themselves, vary significantly in size and nature, encompassing everything from minute pockets of habitation tucked away in subterranean realms to vast, sprawling empires that stretch across continents. Between these extremes lie countless kingdoms, republics, principalities, and duchies, each establishing its territorial claims, often with neighboring regions and occasionally challenging these boundaries.

All these societies compete for land, wealth, military and religious superiority, the spread of their culture and in other less important ways. This competition produces a certain degree of antipathy; often, following an collection of violent historical incidents, outright hatred.

Only a fool would trust another person merely on the basis of race, or even because both of the same region — though naturally it happens, because the world is full of fools. It's worth remembering, however, that the 17th century is well before the rise of "nationalism."

Non-player Races

Therefore, as there are vast realms in the game world ruled over by orcish and goblinish peoples, and many other non-player character races besides, there remains the opportunity for well-meaning characters to venture into such places. It is always well to remember that foreign cultures are rife with expectations of temperament, religious qualms and a general distrust for strangers ... but this does not mean that a human party can't venture into a vast hobgoblin empire and be welcomed as friends or the bringers of news from the outside world.


See Player Characters