Fantasy Races in the Real World

OK, there are a few things that more or less have to be true for these races to be a part of our world, from a vaguely scientific point of view.

Less niche overlap. Humans are very, very good at taking things that they have any possible use for. Humanoids are probably pretty good at it too. So niches are important.

They can be the same species, if they live apart in those aforementioned ecological niches. There'll be some mingling, half-elves etc will be possible, but the populations just won't interact much, so interbreeding won't occur and physical distinction will remain. In later centuries, communication techology and crowding will force convergence, and the races will start to homogenise...

So with that in mind, I propose the following (which will probably require rule tweaking). These are from a medieval perspective, but I'll provide notes on modernisation.

Humans are plainsfolk - good and adaptable, though, and capable of living anywhere. Anywhere? Well, that's not quite true...

Elves are treefolk. They don't live in forests - they live in trees. They move like Tarzan. They are very, very good at forest life - they can sense prey or predators with their keen eyes and ears, and move with great dexterity through the treetops. Interestingly, they are unable to run - they can only walk. Their mastery of magic has kept their forests the way they want them - thick, three-dimensional mazes that only elves can safely navigate. Elves are the magic-workers of the world; these strange powers are what keep people away from the valuable wood resources of the elflands. Of course, when you want magic, you know where to go... The world of the elves is precipitous, split-second, and magical.
Game changes: They can't run at x4 speed, and hustling is a full round action. However, they can brachiate, and can probably pick up a feat to use runx4 while brachiating.
Around the world: Trees are a constant in nearly every land. Some small Pacific islands (very small) are more human-friendly, and the Sahara is not an elfland. But cities near forests often discover that their roofs and walls are being used for pedestrian antics; the elves are not completely insular, and humans have created such wonderful new jungles...
Modern: National parks and forest reserves are important to the elves. They guard them rather jealously. They're also a magical culture, so people who want magic must court the insular elves. Rebel elves tend to run the rooftops of builtup urban areas; they're a source of minor urban magics.

Dwarves are cavefolk. Humans can't live in caves - they need light, not only to see, but for parts of their metabolism. And there's precious little food down there. Dwarves originated from human exiles on the shores of a sunless sea; they're evolving shorter and stronger. They cultivate and eat something they call deepgrass; it's actually related to deepsea vent creatures, and is in fact a kind of animal - its weird physiology is poisonous, but the dwarves don't mind it. They grow it near subterranean geysers and lava flows. The world of the dwarves is deep and dark and toxic.
No rule changes.
Around the world: There are caves all over the world. Thus, there are dwarves all over the world. Most of them are like most humans - tribal, mistrustful of strangers, and not too great with the technology. Their ability to operate faultlessly at night makes them great boogeymen. In some regions, however, the dwarves have capitalised on their proximity to metal ores and become master crafters. They still enjoy surface food, and trading goods for grain or meat is just fine for them.
Modern: Dwarves travelled all over the world with colonising humans, simply because they were great at locating, extracting, and using the minerals that led men around. They're an odd sort, living in used-up mine complexes and basement apartments, but they like humans and aren't really all that different. Native dwarves tended to get disenfranchised just like the native humans, of course - the modern dwarf is European more often than not.

Halflings are burrowers. They tend to crop up in fertile terrain, with deep soil and few roots. They compete with humans, who like to cultivate this terrain, and elves, who like to put trees into it. Thus, halflings either become viciously insular and eventually get wiped out, or become extremely gregarious and helpful, especially with humans - which explains why they share so much culture with humans. (High Halfling culture is very, very different. Nowadays, it's largely found in marshland, which is soft and not too attractive to humans. Vicious pygmies might be a good description, but pygmies aren't usually found in Holland.) They tend to operate around the edges of society; they won't be lords, they'll be servants or scavengers. Such tiny people with such vicious relatives aren't always accepted, so they tend to stay out of human sight even when they're best friends with an employer - very sneaky. Halflings live in burrows or little nookish cottages, where they can hide things away from others.
No rule changes.
Around the World: Halflings are found everywhere, just like humans. They are often marginalised and extremely rural, so city folk tend to only half-believe in their existance; in primitive areas, they can maintain their own villages completely out of touch with humans. Explorers and military officers, so often of noble blood, sometimes have one or two halflings along to tend to their household matters.
Modern: Stereotyped as rural peripherals long ago, nevertheless more halflings live in cities than in the country. They're still a great minority. They take the unseen jobs - janitors, sewer workers, night shift workers. A good number operate as petty criminals. But they still maintain a tight culture, while integrating themselves with human culture.
Half-halflings: It doesn't work too often - the physiological incompatibilities are pretty staggering. If the mother doesn't die, the child tends to.

Gnomes are just dwarves who went all geeky in their early years.

Orcs are an ancient competitor with humans. They were largely eradicated - big and tough isn't as good as smart and versatile. However, they do have some advantages; they are hairy and blubbery, so they can survive bitter conditions and go without water for a longer time. So orcs survived in the deep wilderness; some tribes rode with the Mongols, others occupied small islands in the Atlantic (and got butchered by Spaniards). Today, a few tribes are rumoured to exist in the Siberian wastes, but surviving orcs are very insular and live in urban ghettoes. The bad kind. Orcish mercenaries are in great demand - they may not be smart, but they sure are violent.
Half-orcs are pretty common, to the point where nobody's quite sure how pure any orc's blood is - they've been working with humans for a very long time. However, modern orc culture movements hold that orcs should breed only with other orcs. Halforcs tend to show up in violent areas. Best not to dwell on that.



So there's my idea.
 

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Over Analyzed?

Going through this thread, I've seen a lot of good and interesting ideas on the subject. However, if this was an ongoing condition for 2000 years or more, then social, cultural, and religous beliefs would be greatly impacted. Some of the great religions of our age may not exist because of the prescence of magic. Definately, science and technology would have taken a different turn.

Also, pigeonholing races to specific types of preferred environments really doesn't work over the long run. The success of a species depends on it's adaptability. To say that elves live in the forest, and dwarves underground, etc. is extremely limitting and high risk on the order of development. Just look at human society today. We are native to all but 1 continent in all forms of climatic and landform conditions. Creating a limit on the race will doom it to eventual extinction.

You could always check out Shadowrun. It is a fasntasy in the mid 21st century game. It would make a good source for the state of the world under metahuman upheaval. Mind you, non-human races only exist for ablout 50 years in the game, but it's still a good point of reference on integration and conflict in that world.
 

When you say "In the Real World", do you mean in a modern setting or in a historic setting? Also, which D&D creatures would you use? Many are based on myth and folklore (so you would expect to find a Minotaur under the palace on Crete, for example) but a lot of them are made up, or greatly modified versions of mythological creatures (the minotaur, for example, which is a singular beast in the myth of Theseus, becomes a whole race of creatures).

If you want some sort of verisimilitude I would head back to the source myths themselves (and you could include the "myths" of Tolkien if you like...) to find out how people interacted with fantasy creatures. The *main* theme, however, seems to be that fantasy creatures live alongside but mostly unseen by normal mortals. This would work in any setting, and would be the best idea, I think, for a modern setting. It's the sort of theme for Neverwhere, Buffy etc.

Who's to say it's not true, either. According to the Rough Guide, about 80% of Icelanders believe in "little folk" (elves, dwarves etc.), and building projects are often checked to see that they don't offend the local fae. Not dissimilar to feng shui, really!

Where would you find them? As to that, you only need to discover the original source myths. Elves and dwarves live in Scandinavia. Minotaurs, medusas and pegasi would be found around Greece and the Mediterranean. There aren't many African, Asian, American or Oceanic mythical creatures in core D&D, as I recall. If you were playing a Euro-centric ancient world game you could echo Herodotus and have the wierder fantasy races living in Africa, India and far Asia. Halflings ought to inhabit the rolling hills of the British Isles, of course. If you want their true inspirational home it should be Staffordshire, although I think they'd be quite at home in my native Chiltern Hills.

As for the Gygax/Arneson et al. beasties, like the Beholder, Rust Monsters and Drow, you could either leave them out entirely, make them extra-planar, or singular, or as I said above, put them in whichever part of the world is a long, long way from your central area.

One final thought. The game Ars Magica is set in 12th century Europe, but one where working magic exists, and works in the fashion that people of the time thought that it would. The mundane world also overlaps with the worlds of the Divine and the Infernal, as well as the realm of Faerie. There are areas where the realms are much closer together and one might expect to directly experience powers and entities from these realms (a great cathedral, a dell in the woods, a temple of dark rites). Each realm has different reasons for interacting - faeries like fun and mischief, the infernal wants souls and the divine is loathe to interfere with free will, but might aid innocents.
 

Stormborn said:
The way I would handle this is to say that the various fantasy races retreated to the New World around the time of the expansion of the Roman Empire

So did they exterminate or merely enslave the rather large and well-developed human civilizations ALREADY in the so-called "New World"? At the time of Roman expansion, the "naked savages" of the so-called "New World" were culturally about on par with the people of the "Old World", or at very least as "advanced" as were the Egyptians of the Old Kingdom, the builders of Jericho, the Hebrews, the people of Catal Hayuk, etc.

Contrary to the lies told to us in public school, the "New World" was not some pristine garden, totally wild, utterly untouched by the "hand of man", only having the tiniest sprinkling of quaint savages, living in this positively ADORABLE "harmony with nature". Europeans exterminated these cultures, some times two or three generations BEFORE any Europeans actually set foot in an area. Disease travels fast. By the time Europeans got to a lot of these places, all but a few of the locals had been slaughtered by diseases and infrastructure breakdown. If your society completely collapses, it doesn't matter if it happened three generations ago or three millenia ago. All you will probably know is that "once, long long ago, things were better", but now that is all forgotten.

So you have enormous "mysterious ruins" that you avoid because they have the "curse" of once being nests of disease--very sensible, actually. But the Europeans, who are resistant to these diseases, only see completely empty ruins and no "curse". Obviously, YOU and your savage brethren NEVER could have built this sort of wonder, so the Europeans make up stories about "Lost Hebrew Tribes" or some sort of mysterious "lost civilization" that disappeared two thousand years ago. It isn't until good stratigraphy and carbon dating get employed that the Europeans suspect the truth, but by then it's too late. The schools firmly and steadfastly indoctrinate the children that the "New World" was some sort of empty, pristine garden, untouched by "the hand of man", with only the tiniest sprinkling of quaint savages, living in this positively ADORABLE "harmony with nature".
 

To add to the above, by the time the first English colonists landed on the east coast a number of Indian groups were on the way to recovery. The Powhatan in the Tidelands area, the Creek and Cherokee in the South, and the Iroquois up in the New York to Great Lakes region. Given a delay of a century or so to European colonization of the Americas could've made a big difference.

For my part I came up with a story line for a possible Mythus campaign.. In Mythus the Fair Folk decided to leave Ærth because Humans were taking everything over. Millennia later the Gnomes moved back enmasse.

That got me to thinking. Why did the Gnomes return?

I came to the conclusion that Phæree was too unstable for life in the long run. It was also warping the fey into parodies of themselves. Heightening their natural tendencies and so making them 'ideals'.

So you had an unstable environment, a tendency to exaggeration of racial qualities and flaws, and eventual dissolution into the primal chaos that was Phæree before the first arrivals shaped it into a form they could live with. All this meant that staying in Phæree would result in their extinction. They would have to return to Ærth to survive.

To make life even harder for everybody involved I put in a destructive force. A nullifying entity dedicated to the destruction of reality as a whole personified as The King in Yellow. (Yes, I have read Robert Chamber's book). A thing so mind shattering that merely knowing its true nature will kill. As it killed the trickster, Loki.

BTW, I also thought I'd use the D&D Orc god Grummsh as a hero in the tale. Grummsh would be the one to trap The King in Yellow in Phæree as Phæree collapsed under it's innate chaos and The King in Yellow's malign influence. Odin of the Norse gods would then take on Gruumsh's role as the Orc god and everyone would be informed that it was Odin who died destroying The King in Yellow. (A secret agreement between the two deities. Gruumsh was not about to leave his Orcs without guidance, even if it meant the end of reality. Either his Orcs had a god to guide them, or reality could go hang. And he was the only one who could defeat The King in Yellow. (Very involved backstory.))

Use whatever you like.
 
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