Imaro
Legend
Lets not call into question the motives of those of us who prefer not to handwave differences in coloration and culture and have our fantasy cultures blended together into a homogenous brew that would actually make the entire setting, from nation to nation and place to place the same. You can go with the "gods did it" I'll go with tribal/cutural migration patterns.
I'm not going to comment on motivations, but the goalposts have been moved in this thread by certain posters. If you want tribal/cultural migrations that's great, if another person wants to use magic... great as well. But both justify more diverse artwork in the corebooks. The corebooks as well as core supplements are suppose to, especially with 4e's very shallowly implied setting, a generic base upon which each individual can build their individual campaign world. Thus, IMHO, the books should encompass a wide range of diversity to accomodate the most people. What's even more disturbing is the fact that D&D 4e now describes not only humans as having any complexion but also most of the non-human PC races... yet again this is not reflected in the artwork. This isn't something people are making up in their own worlds, it's suppose to be the default for the D&D PoL setting.
True but it was a very, very small number of well traveled cosmoplitan types compared to the number of people who never traveled more than a few miles from their villages. I have said in multiple posts on this thread that great trading centers would be ideal for a diverse blending of human racial/ethinic groups and customes. Outside of the centers of trade, nations were far more homogenous than not.
And then there was Greece and/or Rome, which just as much of D&D's implicit setting is based on. In fact I feel with the numerous ancient empires that have fallen, D&D has way more in common with the ancient world now than medieval europe.
It doesn't matter, the european references are rife throughout all of D&D fantasy. Just because there are wierd anomalies like the monk and a katana or two in the settings there is no doubt that the primary cultural assumptions of the core D&D experience is western ie. European fantasy a la Tolkien, Howard, Lieber, etc. A token weapon, class, piece of armor, etc. does real cultural blending make. There are knights, kings, dukes, western armor types, primarily western weapons (outside of those that are fantastic and even they cannot be assigned to another culture outside of the western imagination), Tolkienish elves, dwarves, orcs. There are the western folklore trolls, ogres, goblins, hobgoblins, gnomes, etc. There are of course those fantastic creatures outside the folklore of any culture and the random token critter from another land ie. the ogre mage which would have been an oni. Even the golden dragon has gotten away from the wingless oriental creature it once was.
Howard & Lieber=/= european fantasy, Lieber has peoples that encompass numerous ethnicities and in the city of Lankhmar they are all present. In fact this seems a common trope in swords & sorcery. EVen Howard, much as his depictions of other races was at time offensive, acknowledges they are present and mixed throughout his world.
You realize if you have enough anomalies... suddenly it's pretty hard to claim D&D is based on european fantasy. You've glossed over the influences from Greece/Rome/Mesopotamia/Africa/Japan and China that are a part of or have been a part of the game.
I also believe some of your references are in error...you realize swords, spears, shields, etc. are not inherently trappings of europe. Many cultures outside of europe developed these weapons and used them. There is no "knight" class, and there are quite a few monsters, demon names, etc. that are taken from other cultures. I think you are seeing the influences you want instead of looking at the bigger picture. D&D isn't about any one real world culture, it has it's own culture which is a mish mash of historic and purely fantastic tropes from everywhere.
I am not saying that D&D's western european vision is in any way accurate, but I am saying that is still strongly and primarily a western ie. european fantasy vision. This is neither good nor bad, it simply is the reality.
This is your reality, not the reality of D&D per say. I've said it once and I'll say it again, D&D has more in common with pulp sword & sorcery than any real world culture. Alot of the examples you give are universal, and not restricted to europe. The longsword, shortsword, bow, axe, scimitar, dagger, spear, shield, villages, towns, kingdoms, dungeons, wizards, warriors, hunter/trackers, rogues, holy men, holy warriors, warrior-commanders, sorcerers who made pacts, etc. are all found in cultures besides those in europe. Just a quick glance through the monster manual, in which I ignored animals without a european basis and wholly made up monsters... I found quite a few based off of universal, ancient world or the mythology of other cultures...
Cyclops, Oni, Chimera, Sphinx, Rakshasa, Ghost, Ghoul, Giants, Gorgon, Harpy, Hydra, Lycanthrope, Medusa, Naga, Minotaur, Satyr, Vampire, and Zombie.
Would anyone really want to see a reissue of Oriental Adventures of Rokugan with a bunch of white guys dressed up like shou lin monks, kensai, and samurai? Would anyone want to see the creation of an Aztek/Mayan setting made to be inhabited by Asians (I know these folks came over the land bridge from asia but you get my meaning)? Maybe you would, but I would bet that such abominations would not sell. Al Qadim was Al Qadim because it was Arabic (with some African types in the art as well because of the historic proximity of such cultures/ethnicities). I don't want the great sultan of the desert nomads to be white for the sake of diversity. If he is going to be white make it something interesting because he is an oddity.
You see the difference between a specific setting like Rokugan or a specifc sourcebook like OA... and a general game like D&D is that they try to emulate a specific real world culture... D&D disregards this by mixing and matching everything.
As far a feasability... Eberron sold and it does exactly what you claim would break most gamers emersion...Iron Kingdoms & Midnight sold and both these settings mix racial diversity without forcing a pseudo-real world culture to explain or justify themselves. Why? Because it's fantasy, and the creators are not trying to emulate the real world, and for me that pretty much explains it.
Why can't the various racial/cultural groups be valued unto themselves in a fantasy millieu instead of being artificially and arbitrarily made to fit into western fantasy/folkloric realities. The real world had enough examples of ethnic mixing where there was trade between peoples where such interchanges were both believable and satisfying. There is no reason to toss out real diversity just because it is fantasy. All good fiction, even fantasy has a baseline of plausability in regards to things that are non-fantastic.
Why do we have to be limited by real-world examples, when a world with magic would have evolved in a totally different way? Why would different skin tones have developed when a sorcerer or wizard could easily cast a spell to protect people from the elements? Why wouldn't people mix more and adopt each others cultures when you have magic that can span oceans and even other planes? With D&D 4e's preponderance for great fallen empires, teleportation circles, etc, IMHO, it seems the default would be vastly more mixing of ethnicities and cultures than what some are seeing as the "default". You know, sorta like Rome.
In the game settings we have all used (the published ones anyway) had histories of tribal migrations and a semblance of reality regarding ethnic distributions of humans. Greyhawk, Harn, Kalamar, FR, etc. all had notes as to the distribution of various tribal groups and by default the distribution of human racial characteristics.
And yet this diversity still wasn't reflected in the 3.x lines artwork.
The exception is not the rule and it is silly for folks to try to rationalize everything through the exception to the rule. Even in blondest communities there are brunettes and vice versa. African, European and Arab lands do NOT ever "pop out" random full blooded Asians...doesn't happen unless there is a mixed ethnic reality which will lead to cultural mixing as well. I am pretty sure that the entire world isn't fantasy quasi-europe so in any ethinically mixed society we should see evidence of other CULTURES coming together and not just randomly placed europeans who just happen to have different skin colors. The cosmopolitan hubs that are sparked by cross-culteral trade are the exception and not the rules. Most nations are homogenous outside of trade capitals and great cities.
When did "Africans", "Arabians", "Asians" and even "Europeans" become default in D&D? I can't find a reference to any of this in the core. And yet the default D&D 4e setting has had at least 3 great empires come and go, this, along with the exsistence of magic, in itself would lead to alot more of these "exceptions" of cultural and ethnic melding and mixtures, than what you imply. Wars are fought, slaves are taken, people are integrated into these empires over time, and their cultural and ethnic identities merge and combine until when these empires fall you have much more diversity... they may end up in totally different places than they originally came from, and may have accepted the dominant culture of where they end up.
If we are going to be diverse, be diverse with some depth and not just the United Colors of Benneton aound Arthur's Round Table. Lets see the actual influence of various cultures in clothing, custom, armor, weapons, laws, etc. (just having katanas lying around isn't Asian culture) and not just non-europeans in western fantasy (faux medieval european) armor/clothing. Lets see lords in a western based society picking up customs like the harem. How about eastern meditative spiritual practices adapted and adopted by priests of Bahamut (not the monk...real clerics with that flavor). Lets see the the influence of actual cultures on the traditional D&D settings and not just the token non-european face here and there.
Uhm, the thread is about artwork...and I really don't see how you could get what you are asking for in the D&D corebooks. There is no detail and specifics are left intentionally vague. I think where the artwork comes into play is that it shapes players and GM's perceptions of how the game can and/or should be played... I mean the MM relies almost totally on artwork to spark a DM's imagination. By including diversified artwork you pave the road for these things to appear in more specifc "campaign books" and they are accepted without people's suspension of disbelief becoming broken. It's steps and in the corebooks the first steps woiuld've been having artwork that actually depicted the different races more in line with the variety their descriptions state.
In my setting, where there is high degrees of mixing between human ethnicities, it isn't just black, yellow, red, and brown faces mixining with white faces, it is actual cultural realities. The exchange of customs, mores, and paradigms is what makes this mixing more than a PC tolerance exercise. This honors both a sense of believability in the settings as well as honoring real diversity.
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