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DnD Stereotypes In The Home Game
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<blockquote data-quote="oreofox" data-source="post: 7822802" data-attributes="member: 6776240"><p>I try to go against the tropes. None of the stereotypes of traditional D&D hold up in my games. For the most part.</p><p></p><p>Elves and dwarves don't have any sort of animosity, at least that comes to blows (unless an elf makes fun of a dwarf's beard). A dwarf's beard is his pride, which is why when a dwarf commits a horrible crime, it is force-fed a concoction that removes the beard and it can never grow back (any offspring is also unable to grow one). My world's wild dwarves (new subrace) are descendents of such dwarves (ones that didn't just kill themselves). As such, other dwarves refer to them as "dwelves". Dwarves also live near and in mountainous areas. But that's as far as dwarven stereotypes and tropes go.</p><p></p><p>Elves aren't magically inclined, but are more nature-ly inclined. Though sun elves are more arcane proficient. They aren't haughty and pompous, anymore so than any other race. The only stereotype is they live in forests. They are the children of forest-dwelling fey creatures and a homebrew race of plant-people. They live for about 600 years, and are deeply tied to the planet. Their DNA gets mutated depending on where they are. Cold climate? They give birth to a moon elf. Underground (or in my world's perpetually-shadowed area)? They give birth to a dark elf. Hot climate? They birth a sun elf. There's also swamp elves (wood elves in the PHB). If they go to my world's blazing hellscape, an elf will give birth to an orc. They need to spend 50 years in such a place to have this happen.</p><p></p><p>Orcs, as mentioned, are descended from elves. Despite this heritage, they do not live as long, living about as long as a human, maybe less. This is due to the fire in their cells. They aren't idiot savage brutes. I'm taking someone's description of orcs (forget if was here or reddit, but I am pretty sure here), where orcs feel emotions as if they were dialed to 11. Rage, sadness, love, happiness, etc. Again, their inner fires cause this. They also use the half-orc stats, and they get fire resistance.</p><p></p><p>Gnomes aren't the happy-go-lucky trickster fey-wannabes they are in every D&D edition. They used to be, but they were nearly made extinct in an ancient war. One of their own became a deity (the new God of War), and changed his people to be more warlike, though they kept the intelligence of the typical D&D gnome. I like to believe I fashioned them on the Spartans from 300 with some steampunk (they also created the warforged, with the help of some dwarves).</p><p></p><p>Humans are nearly extinct, and take the place of all the "enemy races" like goblins and orcs from base D&D. Planetouched (tieflings, aasimar, genasi) aren't planar-infused humans, but can be of any race. So there are tieflings who are gnomes, orcish water genasi, elven aasimar, etc. Halflings are extinct (obliterated in the same war that nearly killed the gnomes), and are basically replaced with a race of humanoid rats, which infest every settlement and are for the most part treated as pests as a whole.</p></blockquote><p></p>
[QUOTE="oreofox, post: 7822802, member: 6776240"] I try to go against the tropes. None of the stereotypes of traditional D&D hold up in my games. For the most part. Elves and dwarves don't have any sort of animosity, at least that comes to blows (unless an elf makes fun of a dwarf's beard). A dwarf's beard is his pride, which is why when a dwarf commits a horrible crime, it is force-fed a concoction that removes the beard and it can never grow back (any offspring is also unable to grow one). My world's wild dwarves (new subrace) are descendents of such dwarves (ones that didn't just kill themselves). As such, other dwarves refer to them as "dwelves". Dwarves also live near and in mountainous areas. But that's as far as dwarven stereotypes and tropes go. Elves aren't magically inclined, but are more nature-ly inclined. Though sun elves are more arcane proficient. They aren't haughty and pompous, anymore so than any other race. The only stereotype is they live in forests. They are the children of forest-dwelling fey creatures and a homebrew race of plant-people. They live for about 600 years, and are deeply tied to the planet. Their DNA gets mutated depending on where they are. Cold climate? They give birth to a moon elf. Underground (or in my world's perpetually-shadowed area)? They give birth to a dark elf. Hot climate? They birth a sun elf. There's also swamp elves (wood elves in the PHB). If they go to my world's blazing hellscape, an elf will give birth to an orc. They need to spend 50 years in such a place to have this happen. Orcs, as mentioned, are descended from elves. Despite this heritage, they do not live as long, living about as long as a human, maybe less. This is due to the fire in their cells. They aren't idiot savage brutes. I'm taking someone's description of orcs (forget if was here or reddit, but I am pretty sure here), where orcs feel emotions as if they were dialed to 11. Rage, sadness, love, happiness, etc. Again, their inner fires cause this. They also use the half-orc stats, and they get fire resistance. Gnomes aren't the happy-go-lucky trickster fey-wannabes they are in every D&D edition. They used to be, but they were nearly made extinct in an ancient war. One of their own became a deity (the new God of War), and changed his people to be more warlike, though they kept the intelligence of the typical D&D gnome. I like to believe I fashioned them on the Spartans from 300 with some steampunk (they also created the warforged, with the help of some dwarves). Humans are nearly extinct, and take the place of all the "enemy races" like goblins and orcs from base D&D. Planetouched (tieflings, aasimar, genasi) aren't planar-infused humans, but can be of any race. So there are tieflings who are gnomes, orcish water genasi, elven aasimar, etc. Halflings are extinct (obliterated in the same war that nearly killed the gnomes), and are basically replaced with a race of humanoid rats, which infest every settlement and are for the most part treated as pests as a whole. [/QUOTE]
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