CruelSummerLord
First Post
Quite often, I wonder about the effects of the presence of sentient nonhumans and magic in worldbuilding. Humans will, by necessity, be interacting with them, and the addition of magic makes things all the more interesting. Even more interesting to speculate on would be the impact of these things on non-European cultures; of course, we've seen the impact on European medieval civilization, but discussions of non-European settings seem to automatically assume that dwarves, elves and orcs don't exist there, which to me seems like kind of a cop-out; dwarves and elves were not widespread in much of European myth, either.
What kind of changes would there be to human cultures, depending on the presence of demihumans and magic? Here are some of my own ideas...
-With the presence of dwarves, gnomes, or indeed any race that knows how to work metal, cultures that in the real world did not have access to steel weapons and armor might well be wielding them in a fantasy setting, such as cultures patterned after North American First Nations or sub-Saharan Africa. They might trade their own products, such as furs, fruits, water, or other trade goods in exchange for metal swords, steel arrowheads, and other similar goods, just as European and Chinese traders did as late as the 19th century in real life.
These people might not wear metal armor for different reasons (cultural, discomfort in warm climate, difficult to care for metal armor in a semi-nomadic lifestyle, etc.), but weapons and shields might prove useful in dealing with hostile orcs and goblins.
-Human cultures might form alliances with demihuman races based on similar goals or mutual interests-in an Oriental warrior culture, alliances with dwarven clans might be highly sought after for the military and technological power they can offer, while elves or gnomes might be well-respected for their scientific and mathematical know-how in cultures that take an interest in astronomy and math, such as the ancient Aztecs or the medieval Arabic and Persian societies. Halflings might form a protected underclass or form an alliance with warrior human cultures, the halflings' skills in agriculture benefiting the humans in exchange for the humans offering military protection.
-Magic and metalwork can drastically alter the "balance of power" between cultures; historically, a major reason for European colonization of the world was the Europeans' technological superiority, especially when it came to firearms, and disease, which often decimated local populations. If indigenous populations can cure diseases, especially in 3E, when potions and other small magical items are assumed to be very common, and reaching 5th level seems to be much more common as well, then that puts a serious dent in the ability of diseases to weaken populations.
Similarly, would-be colonizers might be dismayed to find that their steel weapons and magical wands do not offer the advantages they thought, as contact with dwarves or elves has given the human cultures their own steel weapons and magical wands. If you also decide that gunpowder does not work, then large-scale colonization becomes much more difficult, if not impossible, because one of the biggest advantages the 19th-century European empires had, that of advanced firearms, is gone.
-The shamans or priests of certain cultures, who are already very much respected by their fellows for their supposed powers and connection to the spirit world, can become that much more powerful when clear, objective evidence of their powers can be displayed even to outsiders. Similarly, even nomadic cultures may develop alphabets and some form of literary tradition, based on the necessity of preparing spellbooks for arcane magic. Either that, or those people born as sorcerers (the 3E class, I mean) will be highly revered for their gifts and be given special status in the society.
For these reasons, I've never really understood the criticism that sometimes arises when people say that a given society/country/people are based off a real-life equivalent. One would have to be blind to assume that many of the states, countries and peopels the game's iconic settings over the years-Greyhawk, Forgotten Realms, Dragonlance-are inspired by Europe, given the presence of kings, dukes, barons, and other European political titles. Similarly, giving the rulers and nobles of a given society titles like pasha, sultan, or beygraf implies an inspiration from the Middle Eastern Turkish/Persian/Arabic cultures of that region.
Most cultures in most D&D settings are inspired by a given real-world society; it would be absurd to deny that the Baklunish in Greyhawk, for instance, are not inspired by the Middle East. Of course, one can make any number of changes here and there, and make changes that would be unheard of in the real-life societies, so that it doesn't become an outright steal; but when you're doing that, you're adapting the Middle Eastern cultures the way guys like Gygax, Weis and Hickman, and Greenwood first adapted European cultures when building the settings in the first place. Of course many of the things that happen in their settings would never happen in real-life medieval Europe, but it's quite clear to me that they were inspired by a given real-life culture when creating a given fantasy one.
Feel free to post your thoughts, or ideas of your own.
What kind of changes would there be to human cultures, depending on the presence of demihumans and magic? Here are some of my own ideas...
-With the presence of dwarves, gnomes, or indeed any race that knows how to work metal, cultures that in the real world did not have access to steel weapons and armor might well be wielding them in a fantasy setting, such as cultures patterned after North American First Nations or sub-Saharan Africa. They might trade their own products, such as furs, fruits, water, or other trade goods in exchange for metal swords, steel arrowheads, and other similar goods, just as European and Chinese traders did as late as the 19th century in real life.
These people might not wear metal armor for different reasons (cultural, discomfort in warm climate, difficult to care for metal armor in a semi-nomadic lifestyle, etc.), but weapons and shields might prove useful in dealing with hostile orcs and goblins.
-Human cultures might form alliances with demihuman races based on similar goals or mutual interests-in an Oriental warrior culture, alliances with dwarven clans might be highly sought after for the military and technological power they can offer, while elves or gnomes might be well-respected for their scientific and mathematical know-how in cultures that take an interest in astronomy and math, such as the ancient Aztecs or the medieval Arabic and Persian societies. Halflings might form a protected underclass or form an alliance with warrior human cultures, the halflings' skills in agriculture benefiting the humans in exchange for the humans offering military protection.
-Magic and metalwork can drastically alter the "balance of power" between cultures; historically, a major reason for European colonization of the world was the Europeans' technological superiority, especially when it came to firearms, and disease, which often decimated local populations. If indigenous populations can cure diseases, especially in 3E, when potions and other small magical items are assumed to be very common, and reaching 5th level seems to be much more common as well, then that puts a serious dent in the ability of diseases to weaken populations.
Similarly, would-be colonizers might be dismayed to find that their steel weapons and magical wands do not offer the advantages they thought, as contact with dwarves or elves has given the human cultures their own steel weapons and magical wands. If you also decide that gunpowder does not work, then large-scale colonization becomes much more difficult, if not impossible, because one of the biggest advantages the 19th-century European empires had, that of advanced firearms, is gone.
-The shamans or priests of certain cultures, who are already very much respected by their fellows for their supposed powers and connection to the spirit world, can become that much more powerful when clear, objective evidence of their powers can be displayed even to outsiders. Similarly, even nomadic cultures may develop alphabets and some form of literary tradition, based on the necessity of preparing spellbooks for arcane magic. Either that, or those people born as sorcerers (the 3E class, I mean) will be highly revered for their gifts and be given special status in the society.
For these reasons, I've never really understood the criticism that sometimes arises when people say that a given society/country/people are based off a real-life equivalent. One would have to be blind to assume that many of the states, countries and peopels the game's iconic settings over the years-Greyhawk, Forgotten Realms, Dragonlance-are inspired by Europe, given the presence of kings, dukes, barons, and other European political titles. Similarly, giving the rulers and nobles of a given society titles like pasha, sultan, or beygraf implies an inspiration from the Middle Eastern Turkish/Persian/Arabic cultures of that region.
Most cultures in most D&D settings are inspired by a given real-world society; it would be absurd to deny that the Baklunish in Greyhawk, for instance, are not inspired by the Middle East. Of course, one can make any number of changes here and there, and make changes that would be unheard of in the real-life societies, so that it doesn't become an outright steal; but when you're doing that, you're adapting the Middle Eastern cultures the way guys like Gygax, Weis and Hickman, and Greenwood first adapted European cultures when building the settings in the first place. Of course many of the things that happen in their settings would never happen in real-life medieval Europe, but it's quite clear to me that they were inspired by a given real-life culture when creating a given fantasy one.
Feel free to post your thoughts, or ideas of your own.