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Greyhawk: Player Options for a Campaign Setting
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<blockquote data-quote="Yaarel" data-source="post: 8707909" data-attributes="member: 58172"><p>In the City of Greyhawk, and some other locales, these gods are important: Boccob, Celestian, Cuthbert, Ehlonna, Fharlanghn, Icabulos, Istus, Ius, Nerull, Pholtus, Ralishaz, Ulaa.</p><p></p><p>That said, other locales have different religions.</p><p></p><p>Oerth the planet that Greyhawk is on, is a vast diversity of different cultures − deriving from and inspired by reallife cultures.</p><p></p><p>I hope 5e world of Greyhawk, namely Oerth, has an Eberron-style approach to religion that embraces the different kinds of ways that humans express sacred concepts and customs.</p><p></p><p>The formative emergence of the Greyhawk setting is during the 1980s. Since then, many reallife cultures have spoken up about how the setting, and the D&D game generally, portrays them.</p><p></p><p>For example, most of the Indigenous American "Flan" need to be animistic, rather than polytheistic.</p><p></p><p>The Nordic peoples need to downplay the incorrect and sometimes offensive "barbarian" stereotype. Also, they are animistic too.</p><p></p><p>The Rhenee must avoid derogatory "gypsy" stereotypes.</p><p></p><p>5e must sensitively scrutinize and vet everything − especially each and every culture. Even doublecheck the portrayals of creatures such as the "beastman".</p><p></p><p>Reductionism − to reduce an entire culture to a handful of character traits − is always stereotyping and problematic.</p><p></p><p>I feel having several cultural backgrounds for a single culture can transmit the setting flavors in a reallife sensitive way. Backgrounds call attention to the diversity within a culture, more can be added, problematic ones can be deleted. And individuals can do whatever they want. Backgrounds need to depict the diversity, some roles connote high Intelligence, some high Strength, and so on. A culture must be a HUMAN culture, inherently diverse.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8707909, member: 58172"] In the City of Greyhawk, and some other locales, these gods are important: Boccob, Celestian, Cuthbert, Ehlonna, Fharlanghn, Icabulos, Istus, Ius, Nerull, Pholtus, Ralishaz, Ulaa. That said, other locales have different religions. Oerth the planet that Greyhawk is on, is a vast diversity of different cultures − deriving from and inspired by reallife cultures. I hope 5e world of Greyhawk, namely Oerth, has an Eberron-style approach to religion that embraces the different kinds of ways that humans express sacred concepts and customs. The formative emergence of the Greyhawk setting is during the 1980s. Since then, many reallife cultures have spoken up about how the setting, and the D&D game generally, portrays them. For example, most of the Indigenous American "Flan" need to be animistic, rather than polytheistic. The Nordic peoples need to downplay the incorrect and sometimes offensive "barbarian" stereotype. Also, they are animistic too. The Rhenee must avoid derogatory "gypsy" stereotypes. 5e must sensitively scrutinize and vet everything − especially each and every culture. Even doublecheck the portrayals of creatures such as the "beastman". Reductionism − to reduce an entire culture to a handful of character traits − is always stereotyping and problematic. I feel having several cultural backgrounds for a single culture can transmit the setting flavors in a reallife sensitive way. Backgrounds call attention to the diversity within a culture, more can be added, problematic ones can be deleted. And individuals can do whatever they want. Backgrounds need to depict the diversity, some roles connote high Intelligence, some high Strength, and so on. A culture must be a HUMAN culture, inherently diverse. [/QUOTE]
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